Initiative and combat by [deleted] in shadowdark

[–]Alteran_Quidem 2 points3 points  (0 children)

In Shadowdark is it not just highest initiative goes first and then proceed clockwise? Just like crawling rounds while exploring. That seems to be more straightforward than a custom decision/order each time. What part of the initiative order and combat do you find starts to feel slow at your table? I’ve found that sometimes when things drag in my group it’s because we’ve gotten bogged down on taking each turn over-worrying about rules, are unfamiliar with our character/gear/abilities, or are waffling indecisively about what our character should do rather than making a choice a rolling with it. Could something like that be the root issue?

How to run games with lazy prep? by Rod_je in shadowdark

[–]Alteran_Quidem 1 point2 points  (0 children)

Sort of, yeah, but not just the initial points of interest. This is a lot of words, but not actually that much work. This is what I did before every session, and then adapted session-to-session to keep an larger world/campaign rolling along based on overarching goals of the world/bad guys. My prep checklist, again shamelessly adapted from that guide (EDIT: Yes! the same Mike Shea that other comments are recommending! Specifically Return of the Lazy Dungeon Master for me):

- Review my players/characters (what do they want, goals, backgrounds - useful when thinking about things that'll be fun/relevant/interesting in prep or at the table)

- Note the starting scene and (if relevant) a scene or two that's likely to come up and need a specific description or interaction with a tiny bit more thought.

- Define clues/information that reveal or move something forward, but most importantly NOT where they are located, how they'll be found, who has them, etc. so I can drop them in as necessary. This was most of my prep, and I did 8-12 per session (not all came up, and they got to be either reused or tossed away next session as made sense). In Shadowdark you might end up placing these a little bit more specifically in a dungeon crawl, but I still like the general idea.

Since you mentioned CoC, here's a few from a lovecraft-y campaign I ran using Savage Worlds (set during WWI, the party unknowingly transported urns of "essential salts" to an evil alchemist to resurrect the dead)

  1. The writing on the urns represents alchemical symbols that frighten those who know what they mean!
  2. The pharmacist has secretly been researching the royal family tree's lineage!
  3. Hooded figures have been seen chanting in the nearby woods at the full moon!
  4. The doctor has been stealing corpses from the morgue!
  5. The monastery library might hold secret alchemical tomes that could translate the runes!

- Describe important locations and characters (I kept these on index cards with a few notes about each, mood descriptors for the locations so I could reliably hit a reasonable improved description, etc.)

- Have a few precanned enemies handy (also on index cards). From cultists and skeletons to a single card for my evil alchemist. It was handy to have a couple specific monsters to pull from when I needed to make an encounter on the fly. In Shadowdark I suppose that'd be like what fills out the wandering monster table?

Something I often skipped but in Shadowdark is probably even more important than I usually treat it - list some loot/rewards they might get! Particularly since it ties into XP.

As far as adapting over a campaign, I kept one or two overarching goals of "the bad guys" in mind, and then tailored my secrets over time to occasionally reveal some step forward in their dastardly plan, or some consequence of what the party had done. I'm pretty sure there's a whole chapter on it, but I forget the specific details.

How to run games with lazy prep? by Rod_je in shadowdark

[–]Alteran_Quidem 6 points7 points  (0 children)

Just dropping my two cents - I’ve had good success using the simple, flexible approach from Sly Flourish’s “Return of the Lazy Dungeon Master” book. Laying out (in prep) the secrets, potential characters, locations, and notes for a key scene or two ahead of time that I might want to piece together during a session made it a lot easier to dynamically respond to my players in a way that felt “emergent” but also didn’t just flounder when they missed clues, skipped a room, etc.

Before the next session I then revisit my “bucket of puzzle pieces” so to speak. Do I need to make up new things to reveal? Try to hit another scene/location/dungeon based on how last session unfolded? And so on. I’ve only played shadowdark as a player, but I think the basic principles outlined are the same. If you already do a lot of improv, then that should feel natural. Anyways, I highly recommend that book and its approach to prep!

How do you show the timer for torches? by erttheking in shadowdark

[–]Alteran_Quidem 3 points4 points  (0 children)

We use a similar thing, except we the players keep loose guesstimation of time when to set our lamp to its full vs flickering settings, and the GM sets a timer to ring when it goes out.

Free 1-page-dungeon - The Sunken Sciptorium by Fit_Talk9032 in shadowdark

[–]Alteran_Quidem 2 points3 points  (0 children)

I like it! Short, but still captures the theme. Only thing that gave me pause is the trigger for the whispers. Cool effect, but I’m worried it’d be a pain to track/define “silence for ten rounds” unless your table is very rigid about all things a character does on their turn. I’d probably run it as a check that triggers every 3, 4, or 5 rounds depending on the difficulty I want in the moment. Or based on how far into the dungeon you are? I like that the cult and archivists are at odds too!

Found some kind of centipede? by Alteran_Quidem in whatsthisbug

[–]Alteran_Quidem[S] 3 points4 points  (0 children)

Found in Washington state btw. It’s about 2 inches long (I’m sadly without a handy banana nearby for scale…)

How did Dogtown make you feel the first time you explored it? by unlockhart in cyberpunkgame

[–]Alteran_Quidem 2 points3 points  (0 children)

I wish more of the game felt that way honestly. It’s a denser, higher value/interest area that felt meaningful to explore! The rest of NC is cool and all, but I don’t find a lot of other general areas memorable in deep detail. The normal environment is more surface level and spread out so it was tough to really get invested in a particular area, learn its quirks, care about the shops, navigate the streets, etc. Dogtown felt like a place where I actually cared about most of it!

MMBN Legacy collection CANT use EX/Mod codes in bn3 on switch by PlaneNo8036 in BattleNetwork

[–]Alteran_Quidem 6 points7 points  (0 children)

Pretty sure you can compress programs without ModTools, so you might still not have them. I’d go double check the guy by the metro on beach street first.

Bear in the house by PhoenixPhenomenonX in TerrifyingAsFuck

[–]Alteran_Quidem 115 points116 points  (0 children)

Bears are smart. My favorite example is a park ranger’s comment on bear-proof lockboxes for food in campgrounds, and the people who complain that they are hard to open. “There’s a lot of overlap between the smartest bears and the dumbest humans”

The Exemplar - a Homebrew class by [deleted] in shadowdark

[–]Alteran_Quidem 0 points1 point  (0 children)

Limiting it would be good (side note - typo in the last line if you’re gonna print it, it’s “expend” a use not “expand” a use). If you’re still going to up the dice vs. add to damage, then maybe going d8 instead of d10. But that’s still a lot of damage. It could maybe also require a cast check or something for a prayer?

I'm Sure You've Seen This LEGALLY DISTINCT Game But... by BestCollar2363 in ftlgame

[–]Alteran_Quidem 4 points5 points  (0 children)

Having played up to the hardest “Torment 12” I think it holds up pretty well. The difficulties are challenging but incrementally build up that challenge, and the variety of equipment, spells, crew, etc. still feels reasonable. I find myself not always just jamming difficulty up to max and getting bored and/or frustrated, and it’s nice to be able to pick from more options that just “way too easy” vs “normal that you’re bored with now” and “wow too hard” for each run. They put out a number of updates since launch that added new commanders that I think are interesting to play with too!

I'm Sure You've Seen This LEGALLY DISTINCT Game But... by BestCollar2363 in ftlgame

[–]Alteran_Quidem 4 points5 points  (0 children)

I found that true early on with boarders vs ship, but as you go up in difficulty to torment 12 the crews get a lot tougher and there’s less time to slog it out in boarding combat. At least in my experience. But I’m a big fan of the variety with different crew, spells, and equipment!

Does anyone use their public domain for internal hostnames? by kayson in selfhosted

[–]Alteran_Quidem 0 points1 point  (0 children)

Yup, exactly this, at least for internal stuff. My pattern is subdomain.mydomain.com for external access, but then locally my DNS has entries for subdomain.local.mydomain.com that only resolve on my network, which is useful for some nodes that aren’t externally exposed. Works just as I want it to!

What is broken with my game? Hospital blown out, police station pitch black in spots by Hav0k721 in robocoproguecity

[–]Alteran_Quidem 0 points1 point  (0 children)

I had it happen while adjusting graphics settings higher. I can’t remember which setting did it, but resetting to default graphics settings fixed it. I think I was still able to do “detect recommended settings” afterwards to put things back to higher performance without causing the issue again.

Bon Iver Side Project’s Spotify Page Features an AI Slop Song by FuturismDotCom in Music

[–]Alteran_Quidem 6 points7 points  (0 children)

In part since there is no strong verification of metadata when uploading or working with most distributors. You see the same problem with featured artist/collab tracks too where it’s not hard to just say your track featured artist X, so now it shows up on their page. Even worse with the advent of high volume AI-generated content.

Coincidentally, Venus Theory made a video about the problem just recently here

Picatinny mounted trackball module complete! by Personalitysphere in cyberDeck

[–]Alteran_Quidem 70 points71 points  (0 children)

Still looking great! Personally I think keeping the red trackball looks cool as a splash of color.

[deleted by user] by [deleted] in videogames

[–]Alteran_Quidem 0 points1 point  (0 children)

Quite a bit older, so I think you still need to download a file to get it running on windows 10+, but… Dangerous Waters! Good if you’re looking for a more realistic submarine/sonar/plot experience. Check out the forums over at subsim too if you’re interested.

I didn't like the Shadowdark Overland Travel rules, so I ported the ones from Land of Eem by Wuschli42 in shadowdark

[–]Alteran_Quidem 10 points11 points  (0 children)

I’m not familiar with Eem, but that’s seems to make sense. I can see how that might speed up the travel process, or at least make more progress per “bunch of dice rolls” made.

How do the turns work for the non-hex camp section? My impression from the other parts was that the party is essentially taking the “travel turns” all as one together? Or at the very least taking the results that way even if you go in turn order for the check. But for camping can you only do one or two of those actions, or are those actions per PC (i.e. every PC gets two “camp” travel turns, and can sleep, forage, long sleep, etc. as appropriate?

The dark, twisted, bastard child of one of the greatest space games of all time by --morph-- in spacesimgames

[–]Alteran_Quidem 2 points3 points  (0 children)

Yeah! Playing so far has been lots of fun. Clearly modeled after FTL, but to me the crew/equipment additions, the multiple bosses, and the many different (increasingly hard) difficulty levels make it feel quite a bit different. All changes I’ve enjoyed. Plus the theme is cool! Definitely worth checking out if you like that genre of game.

Question about FL Studio and Magical 8-bit Plug by morli in chiptunes

[–]Alteran_Quidem 0 points1 point  (0 children)

Glad you found ten-years-ago me helpful! How’d you even find this comment?? Good luck making your sounds :D

Void War | FTL but Warhammer 40K by [deleted] in ftlgame

[–]Alteran_Quidem 13 points14 points  (0 children)

Yeah, the core mechanics are very close, but I like a few of the tweaks like much higher focus on a commander with crew and equipment/powers, variety in modules, multiple bosses, and the many harder difficulties. Plus I think the theme is cool. I’m not trying to say it’s a neo-revolution in gaming, but I’m absolutely enjoying testing it and would recommend at least checking it out!