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3 yr. ago

  • I still wear a mask in public whenever the COVID numbers start to tick up again. I'll be rocking it permanently once facial recognition is everywhere, including on other people with smart glasses.

  • This is an article by a person who doesn't understand SOLID principles, talking about programmers who don't understand SOLID principles.

  • I don’t think a unilateral GM and the mother-may-I it implies

    You really sound like you don't trust the GMs you play with. If that's the case, why are you playing with them.

    I probably shouldn’t have posted in an OSR thread knowing I dislike the genre.

    Yes.

  • I think that's an ignorant take. "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. Do you really think the OSR would be thriving if it actively encouraged terrible behaviour? It seems like you play with young or immature groups, if you think this is a pervasive problem in the scene.

    Players in OSR games want simulation, not collaborative story telling. 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, and games with a lot of fixed rules can't cover all of the possibilities of a complex world. This is the core appeal of OSR play and changing it removes the reason most people play it.

  • 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 mean, terrible GMs will be terrible no matter what system they are running.

    I think because OSR games often feel unilateral and top down from the GM, and I don’t enjoy that... I’m more of the writer’s room style where we’re writing a story together...

    You are talking about a completely different style of game.

  • I once told someone I was raised by The Muppets and video games and they told me I had a very Muppets sense of humour and it is one of my happiest memories.

  • Why tf is that so funny.

  • One of the commonly touted tenets of OSR play is "diegetic progression"; most character progression is in the world, not on the character sheet. This is why you see a lot weird magic items in OSR resources, stuff that gives particular abilities that encourage creative uses rather than just a + to stats. This type of progression also includes relationships with NPCs and factions that players can call on for assistance. Players don't need to be able to defeat the Ogre in combat if the local chieftain owes them a big favour for rescuing his daughter and will send a squad of his best soldiers to fight it for you/chase it off.

    Not having skills on the character sheet is one of the core ideas of OSR play, the idea that players should be coming up with creative solutions in the game and not just relying on the pass or fail of a dice roll to solve problems. 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. This encourages stuff like creative tactics in combat, e.g. a player tips over a bookshelf onto the group of goblins; the GM decides the goblins next to it have a 50% chance of dodging out of the way or getting knocked down, or players have advantage against them on their attacks next round as the goblins dive out of the way, etc. There's no rules for this, so the sky is the limit for players to try out cool ideas. Players stop looking at their character sheets and rulebooks when presented with a problem in the game, they engage harder with the game, usually asking questions about details of the situation to see if there is anything they can use to their advantage. For groups that embrace this style of play it is much more immersive than playing a game where your options are dictated by game mechanics rather than the game world.

    The most important idea in this, imo, is that a lot of stuff shouldn't even be rolled for; if its reasonable that a player could do it, then it just succeeds. If the players come up with a good idea, just have it work for them unless they are under stress (e.g. hurrying to pick a lock while a boulder rolls down the hallway at them) or there is some adversarial element where an opponent's skill could counteract the player's, e.g. seeing through a player's disguise, avoiding 2 players trying to wrap them in a rope, etc. This really incentivizes the players to think creatively, when their good ideas are rewarded without being at the fickle whims of the dice.

  • I think the funnel dungeon is worth a shot to get your players used to the idea of character deaths.

    For my games, in character creation I get my players to come up with 3 words that describe their character (e.g. stubborn, grumpy, drunken) and optionally one "special thing" that can be either an event from their past or just something about them. This lets them put some personality into their character but in a more OSR way than coming up with an entire backstory. It keeps to the ethos of being able to create a new character quickly and it makes the character a little bit more than just a cardboard cutout without the player spending a heap of timing developing them and becoming too attached.

  • I hate Google and Youtube. But I also hate stupid, entitled people.

  • Shadowdark was literally created for your situation, it is designed to be an OSR game with mechanics that will be familiar to 5e players.

    As you said, it doesn't do anything completely new but it is one of the most elegant rpg systemsI've ever played. A wonderful balance of simplicity and richness.

    If you're new to OSR styles of play my tip would be to embrace the fragility of life. Having character deaths be an expected part of the game can be quite jarring to players used to 5e. Consider running a "funnel" game where your players each have multiple "level 0" characters that go through a dungeon where most of them will die, and the survivors become your character pool. Its a way to get players to shift their mindset.

    The Lair of the Lamb by the brilliant Arnold K is a great funnel dungeon: https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html

    Feel free to ask any questions you might have.

  • Do streaming services call The Pirate Bay a "third party app"?

  • People are uploading their content to youtube voluntarily, it isn't stolen.

  • When they upload it to youtube, it is youtube's content. As I've said elsewhere, I applaud people circumventing youtube's heinous system. But to complain that youtube is trying to stop you from doing so is fucking idiotic, of course they are going to try an prevent people from invalidating their business model.

  • Dude, I don't give a fuck if people pirate shit, go nuts. But to complain about a company trying to stop piracy is fucking stupid. What do you expect them to do just smile and be like ok here you go, invalidate our business model!

  • Are you seriously complaining that a company is trying to prevent you from pirating their content?

  • Maybe there’s even a bit of us vs. them, because market saturation has made the fight for an active playerbase so cutthroat, people don’t want to see a competing title risk siphoning players away from their preferred game.

    This is a really good point, I've definitely felt this way over the years.

  • You're not wrong about the state of live service games, but this definitely isn't why they are getting review bombed. That's happening because the gamer mob are a pack of fickle mush-heads that will randomly get outraged by total non-issues with no regard for the facts.

  • I mean, the mechanics of Highguard are unique, as far as I'm aware. They're a mashup of a lot of other games but done in an interesting and new way.

    Like, I have no idea whether it's good or not, but they are trying to do something different.

  • Drum'n'Bass @lemmy.world

    Side Effects (TeeBee Remix), by Kraken

  • Drum'n'Bass @lemmy.world

    Totem, by Klute

  • Drum'n'Bass @lemmy.world

    Grand Funk Hustle, by Die and Break

  • Drum'n'Bass @lemmy.world

    Make Me Feel, by Komatic

  • Drum'n'Bass @lemmy.world

    Can't Punish Me (2007 remix), by Dom & Roland

  • Jungle @lemmy.world

    Clockwork, by Marcus Intalex

  • Jungle @lemmy.world

    Foul Play (John Marrow & Steve Gurley), 1-hour DJ Set @ Planet Wax

  • Jungle @lemmy.world

    Till Dawn, by Janaway

  • Jungle @lemmy.world

    You Can't Hold Me Back, by Nookie

  • Jungle @lemmy.world

    Bittersweet, by Lenzman feat. Rya

  • Jungle @lemmy.world

    War Declared, by DJ Sappo

  • Jungle @lemmy.world

    All Talk, by Holsten & Overlook

  • Jungle @lemmy.world

    Phonetics, by Time Reaper

  • Jungle @lemmy.world

    Divide & Conquer, by Friske

  • Jungle @lemmy.world

    SK85, by Type

  • Jungle @lemmy.world

    Metal Coffins, by Response & Pliskin

    ruptureldn.bandcamp.com /album/metal-coffins-rave-victim
  • Jungle @lemmy.world

    Luke Vibert (aka Amen Andrews) @ Boiler Room Festival Amsterdam

  • Jungle @lemmy.world

    Piano Tune, by Peshay

  • Jungle @lemmy.world

    Untitled, by Ill Behaviour

  • Jungle @lemmy.world

    City Pop, by Coco Bryce

    myor.bandcamp.com /album/city-pop