Yeah I think DND 3e had some wacky stuff with templates. Big effective level penalties if I recall for most of them
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jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
11·2 天前Bg1 and 2, Dragon age, and mass effect famously had save imports, so “the only way” doesn’t check out.
The dark souls games are so far removed in time that the previous game is legend, so that’s an option.
For the tv show they also could have, as I said, just set it somewhere and somewhen else. They can have rumors about what’s happening in Vegas, but it’s 20 years ago and you’re in Chicago, so who knows what’s true.
So, yeah, they could’ve done something else and still made a TV show.
jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
33·2 天前What made new Vegas interesting was that it’s not just another kitschy wasteland romp. It’s post-post-apocalypse, and it asks who rebuilds after.
My limited understanding is the TV show nuked the NCR so they could do more wasteland theme park, and not continue that train of thought. But also didn’t just set it somewhere else.
But admittedly I haven’t actually watched it.
But also, again, trying to make a TV show intersect with a video game with multiple endings is a foolish idea. You won’t make everyone happy, and it’s an entirely avoidable problem. They could’ve just set the show in a different part of the world that hasn’t had a game.
jjjalljs@ttrpg.networkto
Games@lemmy.world•The developers of PEAK, explaining how they decided on pricing for their game. English
10·2 天前I found a pizza place near me that still has like 2010 prices. It’s like a large pie with 5 toppings for $20. Most places are more like $30 now, here (NYC)
jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
43·2 天前I kind of refuse to watch Fallout. Partly because I read they fucked up the NCR. But also Amazon sucks , and Bethesda is kind of creatively bankrupt.
jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
2·2 天前Spoiler for Shadowheart’s story
spoiler
Viconia is a recruitable party member in bg1 and 2. You can even make her not evil at the end. I was bummed that they decided that she just stays evil.
And for the main plot in act 3, with a certain bhaalspawn.
spoiler
You can also redeem sarevok, but they just decided that he’s evil.
Annoying, but I get why they didn’t do like a save import from an ancient game.
jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
14·2 天前Related, if they ever make another game in the franchise this show will probably be canon, so it’s not entirely ignorable.
Technically I don’t have to watch it. I don’t have to play any more games in the franchise either. But if I do want to play more games in the franchise, I’ll probably have to deal with the show.
jjjalljs@ttrpg.networkto
Games@lemmy.world•A Baldur's Gate HBO series is in the works, will be set directly after Baldur's Gate 3 with new and returning charactersEnglish
962·2 天前Can we just not do this?
One, not every thing needs to be a whole franchise universe.
Two, the game had a lot of decisions players could make. Collapsing that into a single canon is going to be unsatisfying. It was annoying enough that bg3 made some big decisions about choices from bg2.
Related, if they ever make another game in the franchise this show will probably be canon, so it’s not entirely ignorable.
Three, it’s not even that interesting a setting. It’s pretty Standard Fantasy.
jjjalljs@ttrpg.networkto
Games@lemmy.world•Meta progression in roguelites was fun for a while, but it's starting to feel unrewardingEnglish
6·4 天前Yeah I don’t really like the model where it starts basic and hard, and each failure makes it a little easier.
Feels like it would be more interesting if you started with high stats, and each successful run you had to remove or lower something. Sure, you won with 200 health but can you win with 100? Hades kind of had this alongside the upgrades as you go.
I didn’t like dead cells or rogue legacy that much because it felt like I would’ve won if I had grinded more, and that’s not what I want.
I feel like games are usually a mix of execution challenges and numbers challenges. In a pure action game or other games without progression (eg: chess) you win or lose from your decisions and input. But in numbers games, you win or lose based on the stats. There’s really no way cloud from the start of the original ff7 can defeat disc 3 bosses. The numbers just aren’t there.
Some rogue-lites feel like they’re trying to be execution games but have a less clear numbers check on top. Doesn’t always work for me.
I do really like the traditional rogue like Crawl: Stone Soup, though. No meta game aside from the occasional player ghost.
I didn’t like the last few GMs decisions and calls, so I don’t play with them anymore.
jjjalljs@ttrpg.networkto
Games@lemmy.world•Borderlands 4 for Nintendo Switch 2 likely axed, as Take-Two says it’s ‘paused’ development | VGCEnglish
6·5 天前Is it like the other ones where it takes several hours until you start finding interesting guns and get cool powers?
“Unilateral” GMing is completely necessary to the style of play and opens up player creativity and engagement in the ways I discussed in other comments.
I don’t think a unilateral GM and the mother-may-I it implies are the only way to get player creativity and engagement.
They want to test themselves against an organic, immersive world where their actions have consequences, good or bad. You cannot get that experience from collaborative storytelling games,
Maybe?
Imagine a scene where the players are trying to jump from one roof top to another to escape pursuit. It’s a pretty long jump, and there aren’t explicit rules in this game for jumping distances. The GM says to roll the dice. On a good roll, they’ll make it. The dice come up Bad.
In one mode of play, the GM unilaterally decides what happens. Maybe you fall and get hurt. Maybe you land in a pile of trash. It’s all on them, and you have to accept it to keep playing. The actions have consequences.
In the mode I prefer, the player has more of a say. Maybe they suggest they succeed at a cost. They can offer “What if I make it across, but lose my backpack?” and the group can accept it, or say that’s not an appropriate cost. They can also fail, and offer up ideas for what that looks like. The group achieves consensus, and the story moves on. The actions have consequences here, too.
That first mode, where the GM just dictates what happens and you take it? I hate it. I want either clear rules we agreed to before-hand, or a seat at the table for deciding ambiguous outcomes.
We don’t have to play together. Many people want to immerse in their character and any sort of meta-game mechanics (like succeed-at-a-cost) ruin it for them. Some people love metal and some people love jazz. Neither’s better than the other.
I probably shouldn’t have posted in an OSR thread knowing I dislike the genre.
I mean, terrible GMs will be terrible no matter what system they are running.
True, but I think osr games encourage unilateral GMing, which encourages terrible behavior.
Hand in hand with this is, as the above commenter mentions, “rulings over rules” which emphasizes the GM making decisions about how player actions play out in the world rather than looking for mechanics in a rulebook.
It’s kind of funny but I really like how Fate is open ended, but absolutely hate it in OSR games. I think because OSR games often feel unilateral and top down from the GM, and I don’t enjoy that. Reminds me of teenage games where the DM would be like “you’re crippled now because the orc hit your leg” just because they said so, and your only options are deal with it or quit.
I also never play in the “I am my character!” mode. I’m more of the writer’s room style where we’re writing a story together, so it doesn’t take me out of the scene to be like “what if my succeed-at-a-cost roll means I get the window open, but wake up every dog in the house?”.
I’ve never really been into random tables. Like,
I want to see more wizards and dragons and shit! 2.78% is way too low to see these cool guys on the end of the table,
So just put more wizards and dragons in. You don’t need the dice’s permission.
I guess they can be helpful if you’re out of ideas, but then you just need a list.
jjjalljs@ttrpg.networkto
Games@lemmy.world•Games you really want to play, but can't or won't?English
1·6 天前I’ve heard this but I haven’t taken the time to find a rom and emulator and get it working (on Linux)
jjjalljs@ttrpg.networkto
Games@lemmy.world•Games you really want to play, but can't or won't?English
3·7 天前I was going to say diablo4 as well. Diablo1 and 2 were some of my favorite games in my youth, but I just don’t want to give blizzard any more money. Path of exile 1 and 2 are good for the same itch.
Also any console exclusives. Bloodborne? Would love to play. Not buying a console. New Zelda and Mario? Same.
Oh! That’s what I’ve been doing. Works out fine and is easy to stick with.
It’s not really that different from like
my_get_mock = Mock(side_effect=Some exception("oh no")) result = some_func(http_getter=my_get_mock)There’s many ways of writing bad code and tests, but mocks and patches aren’t always a bad tool. But sure, you can definitely fuck things up with them.



Ooh I remember that. That game was really popular in my friend group around 2008-ish. It spread to my work, too. Someone put a post-it note about the game by the time clock, and someone else invented a hand signal for it.