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Cake day: July 3rd, 2023

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  • Tinfoil hat time! Also written thinking more about the US, where this sort of thing is also a growing topic.

    Perhaps this government anti-porn law stuff is backed by people who actually want to dismantle government altogether. And not in a fun Communist way but in a privatize everything, corporate serfdom way.

    By pushing for the government to do stupid and unpopular things, they can get people mad at the very concept of government. They can then use that to dismantle things like nationalized health care, fire departments, whatever.




  • Reasons why I like systems that have rules for this sort of thing.

    “Sure, you can torture the captive. That’s a rank 8 check against Violence, so go ahead and roll. Oh, you don’t want to risk any mechanical consequences for your horrible actions? Ok then”

    I feel like there’s a lot of overlap between powergaming min/maxers and war crime doers. It really keeps players in check without having to resort to hand wave-y deus ex machina like “it turns out the bartender is a level 20 barbarian lol”




  • This reminded me of how system really affects player behavior. I was playing a game where doing some things would trigger a check to avoid consequences.

    There was a lot of “I’m gonna shoot him” -> “ok but you’ll have to roll for humanity loss” -> “…fine, nevermind, I’ll talk to him instead”



  • One of the things I really like about Fate as a rules system, is that is built in. Every character has a Trouble and other aspects. So if your trouble is like “Manners of a goat”, you can be like “Wouldn’t it be fun if I completely insulted the Baron at this dinner??” If everyone agrees, you get a fate point.

    The DM can also “compel” you on aspects in a similar way.

    One of my players has an outstanding bounty and there’s been a lot of “You know what this scene needs? Razor to show up.” compels.


  • I’m more of a Himedere, and it’s a lot of fun when the group is into it.

    I did a really good dungeon with a puzzle once. Part of how it worked resulted in players unexpectedly getting split up and not being able to find their way back, while also being at risk of freezing to death. One of the players was like “I’ve never been so stressed in my life”, but like in a good way, and I took that as the highest praise. I was so proud of them when they figured out the dungeon









  • For your example, I’d probably still ask if the players wanted me to let the dice decide or not before rolling. My players once had a clever idea of setting some poison traps and using earthbind to deal with a wyvern. The thing made all of its saves and nothing worked. I could’ve lied, but we’d already agreed to openly roll and abide by it. Would lying have made it better? Maybe. The game carried on and that arc had a thrilling climax later.

    Alternatively, if we’d been playing a game that has a “succeed with a cost” / “fail forward” mechanic it could have been satisfying. D&D and close relatives are especially prone to disappointment because of how random and binary they tend to be.

    Anyway. All of this I think it reveals a difference in how RPGs are enjoyed by different people.

    On one hand, there’s going for immersion. The player wants to be in the world, be in the character, and feel everything there. It’s very zoomed in.

    On the other, where I hang out, it’s more like a writer’s room. I’m interested in telling a cool story, but I’m not really pretending to “be” my character. My character doesn’t want a rival wizard to show up, but I as a player think that’s interesting (and maybe want the fate point, too) so I can suggest that my “Rivals in the Academy” trouble kicks in now. I enjoy when I can invoke an aspect and shift the result in my favor, or when I can propose a clever way I can get what I want at a cost.

    Neither’s better or worse than the other, so long as everyone’s on the same page. It can be bad if half the table wants to go full immersion and just talk in character for two hours and the other half doesn’t.


  • I got down voted for saying this elsewhere, but to my mind there’s a huge difference between the GM unilaterally changing the rules, and the group deciding.

    Scenario: the goblin rolls a crit that’ll kill the wizard. This is the first scene of the night.

    Option A: GM decides in secret that’s no good and says it’s a regular hit.

    Option B: GM says “I think it wouldn’t be fun for the wizard to just die now. How about he’s knocked out instead?”. The players can then decide if they want that or would prefer the death.

    Some people might legitimately prefer A, but I don’t really want the GM to just decide stuff like that. I also make decisions based on the rules, and if they just change based on the GM’s whims that’s really frustrating and disorienting.

    There’s also option C where this kind of thing is baked into the rules. And/or deciding in session 0 what rules you’re going to change.


  • Inspiration in raw DND is extremely under baked. Bg3 expanded it a little by letting you hold more than one, and actually using it. Most tables I’ve played at don’t use it, or it’s pretty rare.

    Fate by default starts you with 3 fate points per session. It expects you to use them and has clear ways of getting more.

    I really tried to get my old DND group to use then more, but it didn’t really click. I wasn’t a good fit for that group really.