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Cake day: July 3rd, 2023

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  • I’ve tried this a couple times with limited success.

    • Hacking something remotely was a default Very Hard challenge. Very difficult to do without spending fate points.
    • Hacking something on the same network was hard. Could maybe hit it with a lucky roll, but still would probably require a fate point
    • Hacking something with physical access was in the realm of “the PC who specializes in this can likely do it without trouble”

    Those were then bumped up or down depending on if it was “budget”, “consumer grade”, or “corporate grade”. Hacking into some nobody chump’s security system from across the street is something the hacker PC get done for free with a little luck. Hacking into the ASI Corporate HQ maglock door subsystem from across town would be a feat of legend, not something someone can likely do just off the cuff.

    I do like that Fate encourages players to do some preparation for hard tasks. Have someone use their talky skills to talk up some junior workers, and learn something about the network. That’s an advantage you can invoke. Have someone spend resources to bribe someone, that’s another advantage.

    A problem that’s come up each time I’ve tried this kind of game is not having a shared understanding of what “hacking” can do. Fate kind of helps here because the actions are kind of agnostic about what skills are creating them. If you’re trying to remove someone from the scene, that’s likely an Attack whether you’re using “hacking” or “fight” or “intimidate”. The hacker might fake a text from the boss telling the bouncer he’s fired where the bruiser might just deck him, but they go down the same kind of mechanical funnel. The tactical considerations for the players comes from like “what looks like a softer target: his face or his phone? is anyone going to see?”


  • I accidentally made a rom-com subplot in one of my games… Twice… And the players loved it both times.

    The first time there was a divorced smith lady who sort of had a death wish, and the timid tavern owner who had a massive crush on her. Of course the players wanted to set them up.

    The second time, the players had to infiltrate a masquerade ball. Sadly I’m starting to forget the details. I think there was tension around meeting them while masked and, like a rom com, trying to figure out what they thought about the PC. And then they tried to get the NPC involved in their heist, because they just happened to have a skill they needed. And of course it wasn’t a clean heist, and the NPC had some trauma.



  • When I encounter a GM who has like pages of lore, I’m always like “Would you rather write a book?”

    Stuff like this can be very good, but be aware there are some players who hate this. Some people just want to be told a story, and if you ask them to be too creative they’ll have a bad time. Sometimes it’s because they’re new and nervous, but sometimes that’s just how they are.

    Also some players just routinely have difficult ideas that don’t mesh with the group. Like everyone else is vibing on a serious dark modern day vampire political game, and they’re like “I want to be a ninja turtle from Mars with a reanimated dead fish for a head”. Like, what. Maybe some people enjoy “zany” off-theme stuff. Not me.

    Or the player that always wants to be themselves. Or an amnesiac.

    Gosh I’ve had so many players I didn’t enjoy.

    Anyway. Player input is also built nicely into Fate, both in campaign creation and scenes. I’m a fan. Spend a fate point and declare a story detail like “every Razer Space Technology office has a helipad with a chopper ready to go. It’s because the CEO is weirdly hands on and loves helicopters.”



  • A dark souls kind of slow paced combat game, but built for co-op. Except I don’t have any friends who are on the same skill level and schedule.

    More broadly, I really want more games that you can play co-op in where the players are vastly different skill levels, but it’s still fun. I don’t know how to solve this.

    I can imagine like a game where one person is playing dark souls and the other is playing candy crush, and they interact somehow. Like making matches in one give estus in the other, and killing bosses gives stuff.

    Basically I want to play games with my frienda that don’t play the same games, somehow.





  • He might have been wrong rather than lying. A startling number of people don’t know where they are. A former partner of mine usually knew where she was, but didn’t think in terms of NSWE and would be confused if I said “come to the SE corner of the park”

    Also I live here and just last night walked like four blocks in the wrong direction because I wasn’t paying attention and turned the wrong way.



  • I don’t buy a game solely because it’s the zeitgeist or whatever. A friend of mine routinely buys games that are “the new shiny” and then doesn’t finish them, or loses interest quickly. I usually wait for a sale, some patches, and/or the dlc to be bundled into a goty edition.

    Some exceptions:

    I bought elden ring near launch because I’m a big enjoyer of the genre, and my friend confirmed it was good. No regrets.

    I bought bg3 shortly before it’s full access. I’d liked the other games larian did, and a friend told me it was good. No regrets.

    Both of those were pretty light on DLC. No season pass or “goty” editions were likely.

    I’m going to wait for the dragon age game to go on sale. I don’t really trust Bioware, and I don’t know if they plan to do a bunch of dlc that will get bundled up later.

    I’ve been waiting for Lies of P to get cheap. The demo was just ok when I played it, but a friend tells me it’s phenomenal.

    Right now I’m playing a MUD (aardwolf). It really distills some online RPG into the essence of “go kill some stuff to level up, get new skills, and kill bigger stuff”. It’s strangely satisfying.


  • A fantasy game years ago. The players learned there was a famine in the country, and the king was taxing almost all the food from everyone. Every month more food was taken, and the people were starving. There were rumors of people turning to dark arts, and demonic incursions, as well

    So the players knocked some heads and eventually forced their way into the castle. They were ready to throw down with the evil king that was starving everyone to feed himself lavish feasts.

    They discovered that the kingdom had drawn the attention of a large gluttony demon, and the king was feeding it all the food in order to keep it sated enough it wouldn’t eat the people. No one among his people were powerful enough to banish the thing, and the demon told them if they told anyone the truth the deal was off.

    Luckily, one of the player characters was pretty good at dealing with demons. After some tense “wait is he lying? This GM loves having NPCs just lie to us” they decided to trust the king, and had a big ass “everything is on fire and the wall are melting” fight with the demon.

    Good times.




  • My hypothesis is that a lot of people are emotionally invested in DND, and if you say bad things about it then it feels like you’re saying bad things about them. Saying it didn’t happen or it was the players fault let’s them still feel good about DND.

    We’re all susceptible to this.

    For some reason DND fans seem less likely to just go “yeah it’s kind of garbage but I like it”



  • There’s a wide range between tpk and something interesting happening.

    Like, the players are dicking around and can’t decide how to ask the bartender if they can have access to the secret occult library in the basement. Just really spinning their wheels and being total PCs. Fine. Timer runs out. Their rival shows up, doesn’t acknowledge them, says something quietly to the bartender and is being lead to the basement.