whatever I'm out of here.
I'd rather be in outer space 🛸
let's talk about Bridgerton tea, my ask is open
occasionally subtle
Not today Justin
Game of Thrones Daily
Monterey Bay Aquarium

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d e v o n
YOU ARE THE REASON
hello vonnie

gracie abrams
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Lint Roller? I Barely Know Her

Origami Around

oozey mess
RMH


@theartofmadeline
Xuebing Du
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@lumpout
whatever I'm out of here.

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could you elaborate on the point from your recent post about wandering monsters not working well in WotC D&D?
WotC editions of D&D have much more granular and precise combat than TSR editions. While wandering monsters do not necessarily result in combat, especially in newer editions this is more likely than not, because combat is generally more rewarding. Anyway, the added granularity and more precise resolution of combat means that throwaway random encounters simply for the sake of taxing character resources are less rewarding from both a player and GM point of view.
Another factor is that the added precision and granularity of the rules means that these games benefit from a more deliberate, "set piece" style encounter design.
“Granular and precise” is a lot of letters to say “slow.”
About 80-90% of the time in 5e you now how the combat is going to go down from the start. The players will take a little hit-point damage, they'll kill some monsters, and maybe the monsters will flee or they'll all get wiped out, it doesn't really matter. What matters is that even though everyone at the table knows that these random fodder monsters are going to die, it still takes like five rounds of going through the motions to kill them. Which translates to two hours of game time spent making zero interesting decisions. The reason people don't actually have 7-8 encounters per adventuring day is that that's fucking miserable.
I need to be writing yuri.
I'm serious when I say i've never had any piece of media ever make me as happy as reading trashy ecchi yuri in my bedroom with the lights off does. Like I am so so so happy I could die. I need to be doing this. I want the whole world to feel my joy
Omg the sweetest girl in the whole world sent me a friend request a bit too early into the relationship. Denied. Going on my list of sickening desperate fools.
uh..? I'm not sure which possibility is more interesting here, that this is actually Trump's Chief of Staff or that a bot is pretending to be her. She has made a single post about father's day and then followed a bunch of trans users???

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Don't Fall for this scam.
Transgender community, please please please do NOT use this product! It will kill you if used, please do not use it whatsoever.
Please reblog and spread the word
this is just straight up fucking evil 💔
and for any of my trans viewers and followers, please don’t get this product
@zethsnex @cleofast300 @mistythedritten
🚨🚨🚨
REBLOG REBLOG REBLOG
i think this captures the defining pathology of the collective social media psyche right now. we are in the thrall of people who are wantonly cruel but who also demand to be coddled at all times in every way
the tadc finale was made for messy transfems and if you dont like it go fuck off and watch cis people shows
timmies when they realize theyve been empathizing with a problematic tranny this whole time
genuinely? genuinely. genuinely. i am so so so fucking happy that something For Us got this big, its in theaters, it beat fucking star wars. im so glad that after the whole queer cartoon boom of the 2010s we finally got one that doesnt just have a transfeminine character but is ABOUT one. by a trans woman. i just. fuck you cis people. its about us this time. for once.
call me a wish mouse the way she [remembers wish mice are creatures from a particularly gruesome dream my friend had several years ago and are not recognizable figures to anyone else] whatever
wish mouse lore
Im gonna try and explain my thoughts on the role of the GM and why I dont feel like its worth it.
First off, these thoughts are not aimed at GMs, they are aimed at designers, but maybe GMs can still gather useful ideas from reading. I also subscribe to a separation of the roles of Adventure Designer and Game Master, the first one dealing with adventure prep, encounter design and homebrew, and the second one being in charge of running the game at the table, which is the thing im gonna talk about.
I've talked a lot about how I feel like the current ttrpg culture focuses a lot in gameplay being used to support a story, and how I think that forgetting about telling a story and letting the game create moments that can later be turned into a story in retrospective works better with the medium. When approaching game design like that, the GM goes from being a director to just a referee.
In the days of Gygax, rules where hidden information from the players, as well as dungeon layouts, adventure text and monster statblocks. I really hate this approach because it makes it so you HAVE to choose to be either a GM or a player, because knowing the rules or having read the adventure beforehand means you no longer get the intended experience of the game. Now, newer games dont usually ask players to be completely ignorant of the rules, but a lot of people still feel like knowing what happens in an adventure will ruin it for them. I take the approach of making all information public: rules, adventures, monster actions during combat, random events, etc; this approach demands that the adventure is able to be replayed and still offer a challenge, and that someone can read the adventure, get excited about it, and then run through it having the kind of fun they expected. Since I keep all information open in Sightseer, all players have the same degree of access to them, there's no need for a dedicated position for the rules keeper.
You can argue that running NPCs is still something you do as a GM. I have been able to ignore that problem in Sightseer since its a game about travelling, and interactions with NPCs are often short and rules-driven, with the vast amount of deep social interaction being inter-party dynamics. Even then, I think that players could be given out NPC sheets they are supposed to play out, maybe even gaining a benefit for nailing the character. Playing out multiple characters at once is nothing new to the hobby, troupe parties, dcc player 0 funnels, playing out a familiar, or even any situation where a GM plays out two NPCs at once.
At the end of the day, the GM becomes a figure with no agency on the table, but I still have a case against the use of the role. Even when you consider the GM a director, having someone willing to direct play at every table feels like a really hard to meet requirement and puts the GM in a position where the game depends on them being available to run every session. In most tables Ive been in, a player missing one session due to a conflict in schedule is not dire, maybe you choose to cancel or maybe you make up a reason for their character to be missing, but any time the GM is unable to attend, the session must be cancelled. That is a lot of pressure to put on someone that as a designer I dont feel comfortable with.
If anyone comes out of reading this post rethinking the need of a GM figure to achieve the experience their ttrpg is trying to provide Ill be happy. I think that a lot more ttrpgs could be gmless and that most gmless games also rely way too much on random word generators youre meant to interpret, instead of on rules that guide play.
So I am curious; how do you deal with things like secret doors and hidden treasure? I've always preferred predicament style traps over hp tax style traps, so losing out on hidden dart-traps is not a huge loss, but finding hidden treasures and secrets is one of my favorite parts of playing the game.
I think if nothing else the GM is useful for being able to hide some information from the adventurers. Exploring a space while not knowing what's ahead is important to me too, I don't think I would enjoy exploring a dungeon with the full map in front of me. I think part of the challenge of dungeoneering should be that you don't know what you don't know. If I was given a full monster list of the dungeon, I would be a little put out.
While I do think it's a problem that you essentially can never be a player for the same module twice because you've been spoiled, I don't think that just being GMless fixes that. I think the solution is to make modules that are more dynamic, customizable, and flexible; which would allow a GM to run the same module twice for the same group while it's still fresh, and for a GMless group to run that module while still feeling a sense of discovery despite being "spoiled."
I agree that it's important to keep GMless gaming in mind as you create though. I think stuff like troupe play and stuff like Wraith: The Oblivion's shadows are really cool mechanics and I want to see games playing with that. It feels like a lot of the industry is stuck in the same mold creatively right now, unwilling to branch out beyond the "party of friendventurers played by a single person each who go on adventures and level up according to a fiat story laid out by the module/GM" formula.

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the christian veneration of the lamb has always been terrifying to me in ways i can’t explain
here’s this figure that is vulnerable and easily abused and what’s admirable about it is that it doesn’t fight back and it doesn’t try to defend itself and it’s suffering is noble because it just sits there and takes it. pain is beautiful when you surrender to pain, suffering is godly when you don’t question or try to protect yourself and survival is ugly… like it is just me or is anybody else’s fucking skin crawling rn!!
"Games are art" doesn't just mean "games are good," to me it also means "games have meaning and deserve to be looked at as pieces created by people that actually reflect the circumstances of their creation." This means looking at games critically beyond a lens of "is it good on the scale of gameness?"
The Call of Duty games are actually popular not just in spite of their quality, but they're actually well-crafted games. However, there is merit in critical analysis of them that goes beyond "how many graphics" and "how much gameplay," but also looking at them via their quite real connections to the US military and how they basically mirror the ideology of the US military. This doesn't mean that you should treat the Call of Duty games as infohazards which will turn anyone who interacts with them into drones for the US military, but as reflections of real ideologies that are larger than the players themselves.
And like, there's a lot of art that carries ideologies that when transplanted into the real world would be morally repugnant to me, but as works of art they are worth engaging to me. Old-school D&D doesn't actually describe a real world but the fictional folks and structures used to populate it still say something about the people who made it, their priors, and what concessions they were willing to make in the fiction for the sake of gameplay.
This is something you should keep in mind when someone makes a point like "well the orcs/bandits/cultists deserve it because they did bad things in the fiction." These are in-setting justifications, ultimately come up with to frame the narrative of the game as heroic. There's not a lot of interesting ground to be covered in discussions of "how do we find an enemy in D&D player characters can kill without it morally compromising players" because the game isn't a cursed tome that'll turn you evil for engaging with it. What's more interesting is "what kind of priors went unexamined to uncritically make bandits/cultists/orcs the default enemies instead of, say, the lord's soldiers?"
And an unwillingness to think about these things doesn't make anyone morally deficient; however, in my opinion an unwillingness to entertain these ideas or an aggressive and vitriolic rejection of these lines of thought may be indicative of intellectual incuriosity and ultimately I feel it emerges from a similar place as "D&D must be woke or it'll infect me:" D&D must be protected from evil criticisms because otherwise D&D may seem morally deficient. Which is like so far besides the point.
And at the end of the day, I enjoy D&D when it's basically fantasy cops and robbers, or robbers and other robbers: it's a game of accumulating power by killing creatures and stealing their stuff. It's a really fun and I would even dare say good game when played that way. The reason I caution against approaching D&D from the point of view of "we must find the right type of monsters our characters can kill with moral impunity" is because you might accidentally end up from going from one unexamined trope to another but more importantly part of the buy-in of D&D is accepting that D&D the game as it exists thinks certain classes of monsters (and as we know from earlier, more equal opportunity editions, Men are also Monsters) are okay to be kill. It's literally fine, you won't be morally compromised for engaging with the game as is: but also, if you're fucked up like me you might find joy in thinking about "hey isn't it weird how this medieval fantasy world looks more like the American frontier than an actual medieval society?"
Anyway while I don't think Dungeon Meshi is by any means perfect (it is very extremely good, it just has a few things which don't quite stick the landing for me personally) I think it is one of the best examples of media in the broad genre of "dungeon fantasy" that engages with many of the conventions and tropes of the genre critically while at the same time being very reverent of the genre itself. It is both a good example of the genre it's a part of while also examining some of the ideas of said genre and I think that's a lot better than a lot of "irreverent take on D&D" media. The motivations of the main cast are quite mercenary and the story very much doesn't start out as a quest to save the world but a quest to save someone who got in trouble during a get-rich-quick scheme, but the characters are still fun and sympathetic.
A friend of mine and I ended up talking about rationalists and Roco's Basilisk and like how there's a weird almost Dunning-Kruger like effect at play in how the people who make being rational a part of their identity, i.e. construct their identity around having the most unassailably rational worldview as opposed to all the other people who are simply being irrational, will more easily fall prey to coming up with the most bizarre ideas but being able to, well, rationalize them to themselves on account of their faith in them being self-evidently rational. Cause like. If you stop and think about it for one minute, the very idea of future AI god who wants to send us to cyberhell for thought crimes isn't exactly the most rational idea there is. But you know this observation isn't all that novel, I just wanted to post "cyberhell" cause I thought that was pretty funny.

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I’ve decided that my 20s are actually age 25 - 35
There are to my knowledge a few dungeon crawler CRPGs out there that make "the party got wiped on level Fuck but instead of there being a Game Over the player is now encouraged to make a new party that can then recover the corpses of the previous party for resurrection" a part of the gameplay. Same can apply for characters getting petrified and idk I guess in a theoretical example I just came up with a character could end up in Orc Jail (that's jail run by orcs, not jail for orcs) and be in need of breaking out.
And that's neat, but to me it also begs the question of: short of the game not allowing for loading back to a previous state and only having one save slot per run, what incentive is there for the player to pursue this? From a player's point of view "just reload the save and don't die this time" will always be preferable to this, especially since many dungeon crawler CRPGs assume an "everything is the dungeon" type of approach where you also kind of have to tackle the dungeon sequentially level by level. This is not like losing a single mission in XCOM where you can still probably recover and the campaign isn't entirely lost due to one loss: this is the equivalent of having to start with a fresh party who are probably squishy and will have to grind at least to some extent to be able to survive whatever it is that the previous party already had to survive to make it to level Fuck in the first place.
Anyway I don't design dungeon crawler CRPGs but I think there's some potential here for gameplay that embraces the fact that the player is unlikely to complete the dungeon on their first run and that makes this part of the gameplay. I am imagining something with roguelite elements where reaching certain objectives in the dungeon unlocks persistent upgrades for that save file that the player can make use of even when they need to replace party members. Honestly, maybe I should be designing shit like this.
Okay don't look at me like I grew a second head for this; but this was kind of my experience in early Minecraft. Obviously it's missing a lot of the components you listed here, but early Minecraft had very much the cadence of a DnD-esque dungeon crawler. Inventory space was a premium- useful items and loot shared the same slots, and healing food couldn't stack. Meaning if you wanted to last longer, you needed to budget out space for treasure, blocks, torches, and food. You didn't have a ton of health and it didn't regenerate, you had to eat food to continue exploring, and because you had very few defensive option (no sprinting or shields) you had to use the block placing mechanics to cleverly subvert enemies and attack them from oblique angles and use the terrain to your advantage.
As you got deeper you filled up on loot (ores and fun little dungeon treasures; music discs, saddles, and really powerful golden apples) The game had, and still has, an autosave system that meant you literally couldn't ever reload without cheating, even if a troll-dm monster like a creeper blew up a chunk of your cool base and ruined it. So you had to do corpse runs, in a hurry, each time you died.
You were heavily incentivized to familiarize yourself with and modify the environment as you explored, so that it would be easier to fight monsters and clear out areas and also so that when you inevitably had to backtrack for a corpse run or just to leave the underworld to resupply and drop off your loot, you wouldn't get lost or die. Also Kenshi does interesting stuff with your characters getting captured sometimes instead of killed, and it's (kind of?) a CRPG. I guess I just wanted to talk about classic Minecraft...
Just wanted to share an experience the game no longer provides any more, now that food stacks and sprinting and shields are a thing and everyone knows how to play it and all its mysteries and wonder have been strip-mined away.