• 15 Posts
  • 586 Comments
Joined 3 years ago
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Cake day: June 11th, 2023

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  • I’ve been playing Cyberpunk RED for around a year. Backstory is a huge part of the character creation process and GMs are encouraged to use backstory as hooks whenever possible.

    I don’t really like it.

    Some players like playing along with the backstory. Other players disengage fairly quickly.

    It’s just another source for hooks and set pieces. If players like it, I roll with it, if they don’t, I let those plot lines dribble out. But it doesn’t really change the GMing or creative process.






  • sbv@sh.itjust.workstoRPGMemes @ttrpg.networkI will cut you
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    2 months ago

    I feel like there’s some sort of corollary to Murphy’s Law, where players will think of the one thing I didn’t include in my session prep.

    Gotta break into the cult compound? “Let’s use the hot air balloon we saw six sessions ago”

    I love it when players do stuff like that, but it’s a pain in the butt. It taught me to prepare less.






  • sbv@sh.itjust.workstoProgrammer Humor@programming.devfoss
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    2 months ago

    “most” is a bit strong. Many open source projects never get users or any kind of traction, they’re just a passion project for the author. The lucky few fill a need and take off. Review the package usage count on npm or the GitHub stars for projects - there’s a tiny fraction that make it big.




  • sbv@sh.itjust.workstoRPGMemes @ttrpg.networkYOU MAKE ME SICK
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    3 months ago

    I find that my players take a lot of cues from the scenario. If there’s an obvious way for them to get involved, and a clear benefit to the character, they jump in. If not, they treat it as part of the world and continue about their business. But they are relatively passive, story-wise and expect a bit of railroading to tell them where to go.