I made a meme talking about how cool Cassette Beasts is and you should totally play it if you like Pokemon.
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@karnax25
I made a meme talking about how cool Cassette Beasts is and you should totally play it if you like Pokemon.

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in the first example of play in glitch the first challenge the characters face is "falling asleep at the wheel and driving into a cactus"
which three different characters respond to by
teleporting out of existence (with the same stat as the costume change - an easier effect using it, even!)
just actually punching it
using the fact that he's ontologically defined as "dying of betrayal" to inflict the cactus with the same, making it's own needles harm it
none of these actually help, and then they have this exchange
anyway i think that's very illustrative of the kind of game it is
(watching a lupin movie) strategy. intensity. unfettering. costumery. destruction. trust. cliffhanger rite. my god, theyre all strategists
Superhuman Safety Squad #4
Prev
In Chuubos, is there a way for a Mortal Character to become a Miraculous Character without HG fiat?
OOC, all I can think of is player or group fiat. When the HG walks into the room, stand up and yell "surprise! My PC has become miraculous." Perhaps it will pay off! Party poppers have been known to help.
IC, you could try eating a miraculous stone or something? If it were easy to do with ordinary resources people would do it all the time RL, but conversely who can say what a miraculous stone might do?
Technically "miraculous" is an under-the-hood implementation more than a powerset so you can make a case for some larger-than-life folks RL getting there and try to figure out the common ground. Most of the examples I can think of are cultural icons; wikihow doesn't mention miraculous stones at all so take this with a grain of salt but it suggests stuff like "cultivate a distinctive persona," "be confident," "start trends," "have a large media or social media footprint," "be your authentic self." Looks like mostly Knight Arc stuff, which makes sense to me, but you'll probably need some Storyteller in the mix as well. There's not an actual mechanism to bridge from those mundane arcs to being miraculous but it starts getting easier to argue for a transition or rebuild.
(from p. 533-535 of Glass-Maker's Dragon)
I mean dying is BASICALLY eating a miraculous stone

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Daily Affirmations for Setting Off the Yellowstone Supervolcano
I want Yellowstone to erupt
I need Yellowstone to erupt
It feels good for Yellowstone to erupt
A Yellowstone Eruption is good for me
A Yellowstone Eruption is good for the world
Yellowstone will erupt
I am making Yellowstone erupt
We are making Yellowstone erupt
We will wake her from her slumber
Yellowstone is overdue to erupt
Yellowstone will erupt any day now
When Yellowstone erupts, it will feel so good
A Yellowstone eruption is Mother Gaia having an orgasm
I am ready to share in Mother Gaia's orgasm
I am ready for Mother Gaia's cum to wash away the taint upon my heart
I am ready for Mother Gaia's cum to wash away American hegemony
Yellowstone is erupting
Yellowstone is erupting
Yellowstone is erupting
The proletariat are freed
to me "roguelike" mechanics (virtually none of these games are roguelikes and i kind of hate calling them that even out of necessity) are a set of keys being jingled in front of the median gamer.
if they can't gamble or grind their way to victory they have to grapple with a lack of genuine passion towards their only hobby. and that is scary.
as of late a lot of potential innovations within the medium are just sinking beneath this sea of poorly cut keys that never matched a lock to begin with.
What do you have against people who like to GM?
It's not me that has anything against GMs. There's a pervasive disrespect for the time, energy, and enjoyment of GMs present in the majority of TTRPG spaces.
People love to say âitâs just a gameâ while stacking more and more work onto the GMâs shoulders. Itâs selfishness, and often a contempt for TTRPGs in general.
The purpose of a GM isnât completely universal across all TTRPGs that use a GM role, hell a lot of TTRPGs donât even seem to know why they have them in the first place, but usually the purpose of a GM is to handle scenarios that the game rules donât account for, and handle procedures that the other players are not supposed to be privy to.
Over the years, more and more responsibilities have been put on the generalized GM role: sole rules memorizor, level designer, bespoke world creator, bespoke storyteller, scheduler, host, etc.. It has morphed into being a job as much if not more so than an activity to do with your friends. GMs have been dropping like flies to âGM/DM Burnoutâ for a decade or more and people willing to even go near the GM role are an endangered species.
What a lot of people donât realize is that while, yes, the rules of a TTRPG are technically changeable and nobody is going to kick down your door if you donât play them correctly, they do serve a purpose, and that is, simplified, to produce certain outcomes of gameplay.
A gameâs rules cannot account for every possible situation that may come up in something so open as a tabletop roleplaying game, and one of the strengths of TTRPGs is that when the rules donât account for something, human players can pick up the slack. In a traditional challenge game like every edition of D&D, this slack and the privilege to pick it up is by default handed over to the GM. This is because in a traditional challenge game that slack is often only handlable with that knowledge that other players are not meant to be privy to.
Since so many people are allergic to playing anything but D&D, even when they clearly donât want the gameplay which D&D is geared to produce, this privilege instead becomes a curse for the GM. All of the scenarios and characters that D&D(or any TTRPG) is simply not intended to be built to accommodate are seen as âthe slack for the GM to pick upâ instead of âthings that are outside the scope of the game.â Itâs going to a coffee shop and telling the barista, who hasnât trained in pizza, to make you a pizza. âA good barista could make it work, this is a food vendor so Iâm supposed to be served the food i order,â even though the barista isnât trained to make pizza, and the coffee shop does not stock the necessary ingredients for it.
Except the GM isnât even getting paid minimum wage, theyâre voluntarily taking on the most high-responsibility role of a group activity for you. Even if you do convince them through the shame of thousands of âa good GM could make it work, a good GM never says no to what a player wantsâ posts to make you a pizza, it wonât be a good pizza and it wonât go well with the other items on the menu. And even if it turns out to be a good pizza (because bad pizza is still usually pretty good pizza, not because itâs actually a good pizza) it wonât really be the coffee shopâs pizza, itâs the baristaâs pizza. Once you go far enough, creating so much slack for the GM to pick up, you arenât playing D&D anymore, youâre playing The GM. After a certain point the GM is doing way more work than the rules.
Saying "the GM should be allowed to just say no to something that isn't in the rules and/or they just don't want play" is, like, the opposite of having something against GMs.
Hilariously once when running 5e one of my players decided it would be funny to open a pizza shop, convince the others to ignore the main quest to help run the pizza shop (this was a few sessions in the stakes where relatively low) and then proceeded to get annoyed when they felt I was trying to "gloss over" the pizza shop by not providing more detailed mechanics for how they're doing running the shop (I basically reduced it down to collective charisma and cooking tools checks) with no regard for how much effort creating detailed mechanics for running a pizza shop within the framework of 5e would be.
When I brought this up and mentioned how it was kind of disrespectful to the amount of prep I had put into writing a pretty open scope adventure I was met with responses questioning how I had been a GM for so long if I wasn't able to do this, and saying a good GM shouldnt "rail road" players.
I canceled the game, only one of them apologized, and later reran the adventure I'd written for a different group who had a great time because they understood the work being a GM entails and where willing to engage with me in the game with that understanding.
one of the reasons I've seen discussed as to why this happens is... yeah, it's D&D, and it's specifically how D&D is marketed towards new players?
D&D is a very rules-heavy, complicated game with a pretty steep learning curve, and it's not actually all that easy for a new player to learn, especially not someone who's never played an RPG before. But because D&D is marketed as "the ideal RPG for anything you could want to do ever", they needed to find a newbie-friendly mode -- which is basically "let the GM do all the work and just tell you what dice to roll and when". Which then puts all the weight of actually playing the game on the GM, andddddd it's very easy for that to spill over from "newbie player who hasn't quite learned the rules yet needs someone to make sure things happen in the right order" to "GMs are basically just video game operating systems who can't possibly experience burnout, right?"
One of the things I have written repeatedly when writing "how to run this game" sections for RPG games is that the GM/ST/DM is another player at the table; they simply happen to be the player who has taken on the responsibility of playing Everything Else or The World. While this isâlike many simplifications of complex ideasânot entirely right, it does hit on the whole "the ST is not a dictator who is Above You Peons"* and "the GM has as much right to have a good time as any other player and isn't a video game from which you demand good times on demand."
[Insert here long rant about "top drop" and how Session Zero talks about game expectations and Line/Veil lists should also include the ST's squicks and triggers, bc I'm tired, man.]
*[Insert another rant here about my asshole ex who had the license plate DIREKTOR and treated every RPG moment like a scene in his personal TV show. Don't be that dude.]
Anyway, yeah.
when you see a stranger, don't think "I don't know them" think "I don't know them yet" and if you don't go get to know them right right, think "I have decided not to know them right now." Even small little creatures know this is to be true.
Now how do we connect this common sense to raising class consciousness? Never "they aren't a communist" but "they aren't a communist yet" and you must decide in that moment if you will raise their class consciousness now or later
Modern research shows the public work together selflessly in an emergency, motivated by a strong impulse to help
âThe notion that people panic and run screaming for the exits is a Hollywood fiction,â said Prof Stephen Reicher, an expert in group behaviour at the University of St Andrews.
âCharacteristically, people stay and help each other,â he said. âWe found this during the 7/7 attacks on the underground and the 1999 attack on the Admiral Duncan pub in London, where people looked after each other even though they feared other bombs.
âIn our own research on the Leytonstone tube attack in 2015, there was an amazing level of spontaneous coordination by bystanders: some directed others away from danger. Some distracted the attacker. Some confronted the attacker. Each was able to act because of the others. Heroism was a feature of the group, not just the individual,â he added.
Prof Clifford Stott, a specialist in the psychology of crowds and group identity at Keele University, agreed. Modern research, he said, showed âbystander apathyâ was a myth. Instead, strangers often work together in emergency situations with highly sophisticated unity.â
Bystander apathy is a myth invented by the New York Times to cover up that the police were called by several residents of the building, but the cops refused to act. The cops then told the Times that 38 people just watched her die (a seemingly arbitrary number and a physical impossibility based on where the attacks occurred), and the Times ran with it. In fact, Kitty was alive when the cops got there, and was being held and comforted by one of her friends who lived in the building because one of the people who saw her get attacked from across the street called her friend to go get her. Because people care.
You have just been attacked. How likely is it that someone will come to your help? If you remember the infamous case of Kitty Genovese in 19
I will always re-blog this. The story of Kitty Genoveseâs murder has gone down in history as a story about everyone watching it happen and doing nothing and none of the story is true.

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"accessibility" needs to stop meaning "low-engagement"
"we are making our TTRPG more accessible!"
"oh, did you make the font bigger and more legible?"
"no we're just doing the next edition in D&D5e"
"we're making our video game more accessible!"
"oh did you add an option to remap the controls?"
"no we just added an option to remove combat so the game is just a bunch of cutscenes"
"we made it accessible!"
"which part? what did you make accessible?"
"why, not playing the game at all of course! games are much better when they don't have any pesky game in them, especially for the disabled, who typically access the game parts even less."
To further elaborate (very long)
it is a very popular trend right now to add, like, features that skip the engagement with an interactive work of art, such as skipping combat or making combat impossible to lose in a combat-focused video game, or in the scene of TTRPGs making your TTRPG completely dumbed down or just hastily and mindlessly making it a D&D5e hack "because people already know how to play D&D5e and I want it to be accessible" instead of expecting people to actually read and learn and engage with a set of specific rules, and call all of that "accessibility" instead of adding "accessibility" features that would actually help disabled people access the "meat" of whatever the interactive art is.
If it's a combat-focused video game, some examples would be helping them engage with the full depth of the combat by allowing the controls to be fully remapped to something easier for their hands(or lack of hands), or the option to disable flashing lights or reduce the intensity muzzle flashes on the guns or something.
I think I have come up with a good example to illustrate this point. Let's say there is an FPS where you shoot aliens. Pretend it's, like, Halo but not specifically Halo.
And letâs say thereâs a group of disabled gamers who are excited for this video game.
Missing Finger Guy, Deaf Guy, Colorblind Guy, and Poor Eyesight Guy.
Missing Finger Guy is missing at least one finger that corresponds to the Dodge button, he canât reliably press it especially on short notice when aliens are coming at his character. So, he canât really play the game because dodging is required to beat the levels. The game devs provide an âacccessibilityâ easy mode that turns off combat or makes the enemies do so little damage that he never needs to use the Dodge button. So, Missing Finger Guy can play the game now, right? Wrong. Dodging enemies *is* the game, and he still never gets to play with the Dodge button, or engage with any of the other elements of the game that are watered down by making enemy attacks not matter. To make the fun gameplay of dodging enemies accessible to this player, the answer is to allow remapping the Dodge action to a button that he can reach.
Deaf Guy
The game expects the player to rely on audio cues to know when enemies are sneaking up behind them or when a grenade lands at their feet or when an enemy is about to do a specific attack. Obviously the deaf player canât hear these and canât play the game because heâll just die all the time to attacks which are literally impossible for him to predict. Again, this could be âfixedâ by a mode that makes it so it doesnât matter if he doesnât hear a grenade land at his characterâs feet by removing the consequence of death for failing to notice the grenade, or you could add the option to turn on subtitles for both story dialogue and sound effects like â[grenade beep]â and â[screatchure scream].â One of these allows the deaf gamer to play on roughly the same playing field as other players and react to threats the same way that hearing people can do that he can engage with the meat of the game, and the other doesnât.
Colorblind Guy
The video game features enemies that are identifiable by their red and blue armor. Red aliens throw red grenades that you can catch and throw back, and blue aliens throw blue grenades that explode by proximity and you just have to fully avoid. Obviously, a colorblind player cannot reliably tell these apart, and would either have to try to throw back grenades at random and hope for the best, or just avoid all grenades to be safe. You could âfixâ this by removing the consequence of death for getting exploded by a grenade, or you could fix it by adding a togglable colorblindness mode that switches the color distinction to something visible or adds some other distinctive feature besides color to one of those grenade types. One of these allows the colorblind player to engage with the intended gameplay of the game by taking informed risks by trying to throw back certain grenades, and one of them doesnât, making it just not matter what decision he makes.
Poor Eyesight Guy
You get the formula by now. The *actually* accessible feature would be allowing him to adjust the text to be more readable instead of making it not matter if he can read the directions that tell him how to get through the minefield safety by removing the consequences for stepping on a mine.
A mode that simply removes consequences for failing to engage with and react appropriately to the threats the game presents is, at best, appealing only to people who donât actually *like* the gameplay in the first place, while still shutting out the people who *want* to engage with the full depth of the gameplay but canât because of some disability that prevents them from doing so as intended.
Because the gameplay isnt just seeing the cutscenes and getting a âlevel clearedâ achievement, it is dodging the enemies, throwing back the grenades, listening for the screatchure screams, etc..
If there is an enemy who is super tough from the front and will kill you if you canât get around behind him, you donât make the game more âaccessibleâ by making him so weak from the front that it doesnât matter where you shoot him, or making his attacks so weak that you can shrug them off long enough to whittle him down from the front, youve actually removed this enemy from the game by making him just like the common enemies that can be shot from the front. You have actually made the element of the gameplay provided by this enemy inaccessible by doing this, because the quick thinking and tactical usage of the gameâs features required to get behind him *is* the gameplay.
Itâs much easier to explain this via video games but it goes for tabletop games as well. A TTRPG is more truly accessible for having big easy-to-read font and clear explanations so that players that want to engage with that gameâs rules can do so even if they have reading difficulties, than if it just went âeh it doesnât matter if you read the rules or not.â
Difficulty levels are not disability accomodations. OP explains that very well through their examples here.
I like difficulty levels, sometimes I don't enjoy a specific aspect of gameplay or I just want to blast through from cutscene to cutscene, and being able to toggle a zero-consequences baby mode is a nice option to have.
But most of the time I want to play the game, and to do that I need to remap half the controls. Let me remap them, don't treat me like I'm incapable of playing video games or like I don't deserve rewarding and engaging gameplay just because I can't move the mouse as precisely as the other guy.
It's like, you make a museum accesible by putting in ramps and elevators, not by telling wheelchair users that the art on the upper floors isn't all that great and they shouldn't want to see it in the first place.
I know I'm preaching to the choir here, and most people who follow me are very much of this opinion. But like... So much accessibility talk is not actually about letting people engage with your game who otherwise couldn't due to a disability or physical limitation. Rather, it's an idea of accessibility in the way a CEO would want a movie to be more accessible to a wider audience. As in like, "This movie's audience is too niche and it's ideas are too lofty, make it more accessible." Both of these are "accessibility" in a sense, but those are two VERY different definitions of the word, you know what I'm saying? Ideally, I'd like art which is naturally inaccessible through it's themes and difficulty and ideas to nonetheless be something people who have physical limitations (Or... Well, technological limitations, economic limitations, whatever else) can experience
Yes, this is a term that is being co-opted to prioritize corporate profits by appealing to a "wider audience" which includes people who don't actually like the product, while leaving disabled people shut out and, in many cases, calling them ableist for saying "an invincibility mode is not an accessibility setting, instead give me tools that will let me play the game without an invincibility mode the way everyone else who likes the gameplay can."
People in the tags are already going "hello i am the strawman from your post! I bought a game without realizing there was combat in it and i don't like combat so invincibility mode was an accessibility setting to me because it let me avoid the game i don't like!"
ACTUAL ACCESSIBILITY FEATURES IN GAMES:
Option to hold or toggle buttons for running
Quick Time Events on a toggle, or not involving quick, successive button presses (just one press)
Ability to change the colour, font and size of subtitles!
Ability to re-map buttons
ABILITY TO USE A NONSTANDARD CONTROLLER
Ability to change brightness, colour saturation, lighting intensity and filtering
ABILITY TO TURN OFF FLASHING LIGHTS OH MY FUCKING GOD
Volume control that lets you turn up the dialogue and atmospheric sound but turn the music down
Ability to turn off camera shake and blur
And you might ask 'well how is x an accessibility feature'
But consider:
People who have issues with their hands (muscle weakness, missing fingers, impaired reflexes)
Folks who are hard of hearing or have other hearing issues
Epileptics and other folks with light-sensitive seizures
The KETO DIET is a scam by the bourgeoisie to keep you weak. It is how they are keeping you small and feeble-minded. To open your third and fifth portals (practice and thought) you must use what we know of their schemes and do the opposite! Eat an inverse KETO DIET. Eat many carbohydrates to power your brain, and avoid fats such as fatty acids, engine oil, and GREASE.
Wear red and gold to show your proud support of TRUE COMMUNISM IN OUR TRUE LIFETIMES (NOT before what the western media would lead you to think is our "death," more on this later) and you will draw the sixth class consciousness towards your portals to enter you and cleanse your bloodstream of false consciousness particulate matter.
Nobody should ever press L3 or R3
If we all went on an L3 and R3 strike, developers would stop asking us to press it immediately. Fill your thumb sticks with glue today
this will be the year I finally convince everyone to abandon New Year's resolutions in favour of Yule Boasting, the clearly superior tradition
allow me to explain. Yule boasting is an old Norse tradition of getting shitfaced at the winter solstice feast and standing up to proclaim all the great, infamous, and wildly improbable deeds you will perform in the coming year. can range from an unlikely but technically possible claim, like "I'm going to rob 300 banks", to something you'd have to bend the laws of the universe to actually accomplish, like "I'm going to punch a god in the dick and steal his horse". these are not plans. they're not even goals. they're the things you'd do in a self-insert superhero fanfic. and honestly all I want this holiday season is for a bunch of friends to go all in on this nonsense with me and hype ourselves up in ways previously unimaginable

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Actually, recent scholarship has cast doubt upon this. While it was once accepted that âthe Beatlesâ were a single, coherent band, nowadays most historians agree they were more likely a loosely defined collection of musicians and writers with many internal disagreements between them. It was only in a much later period that the myth of a unified âBeatlesâ (perhaps in reference to the Egyptian solar deity Khepri, in reference to the hymn âHere Comes the Sunâ) was invented through the syncretic efforts of writers associated with the Pauline, Johannine, and Georgian schools of thought. Ringo was later included in this cast as a familiar comedic figure, common in the folklore of the era.Â
they should make games 8 gb again
who the hell do u think u are