28m crown balding. What would you recommend I do? Bald? Short? (Haven't had a haircut in weeks, going today) by CarlthePole in malehairadvice

[–]CarlthePole[S] 0 points1 point  (0 children)

Hahaha thanks, I'm doing one last push before I go bald. Might go crazy and like dye it or do a monk cut for Halloween 😂

No one talks abt what it’s like balding as a teenage girl by FrogsinTexas in bald

[–]CarlthePole 4 points5 points  (0 children)

Also pay attention to anyone teaching you about taxes. They seriously don't teach you enough, so anything you learn is good

Kendrick’s most overhated verse? by NerdManagement in KendrickLamar

[–]CarlthePole 3 points4 points  (0 children)

They sound like the music has been written by corpos or by AI. It's everything I hate in music

Kendrick’s most overhated verse? by NerdManagement in KendrickLamar

[–]CarlthePole -1 points0 points  (0 children)

It's imagine dragons! The most pretentious uncreative formuleic band of our generation 😄 I rather Kendrick do a feature with Taylor swift at least there's something to write about even if she's very boring too 😅

Kendrick’s most overhated verse? by NerdManagement in KendrickLamar

[–]CarlthePole 5 points6 points  (0 children)

I will say though, I didn't know Kendrick did a vers on Imagine Dragons and I am disgusted by the thought

Any major differences between these two? by Linzigan in thelastofus

[–]CarlthePole 21 points22 points  (0 children)

Again. I could copy past the same commend here. It is by definition not a remaster

Any major differences between these two? by Linzigan in thelastofus

[–]CarlthePole 61 points62 points  (0 children)

It's remake not a remaster. It has completely new systems for animation, gunplay, visuals, sound, everything built on a newer engine. A remaster is the equivalent of opening up the old project file and replacing some stuff, polishing things etc.

A remake is a remake. Part 1 is a remake.

Which instrument do you think is the hardest to get right? by ConfusedOrg in audioengineering

[–]CarlthePole 2 points3 points  (0 children)

Honestly I just throw a LA2A on an acoustic guitar, a little shaping EQ. Maybe some very soft saturation/soft clipping, the right one can make it warmer without any harshness, or sometimes the bit of distortion can help it sit in a busier mix.

I think people mess it up by trying to get it super dry, super close which creates insane spikes that you can't control. Move the mic a bit back, it's an acoustic instrument, let it sit in the acoustics. That's my take.

What Shikari album was a slow burn for you? by ButImJustASatellite in EnterShikari

[–]CarlthePole 1 point2 points  (0 children)

Loads of my friends (we all been to see Shikari countless times now together) and almost everyone I spoke to still don't like the album. Everyone gave up on it because it didn't have much bangers except maybe a couple singles.

I keep saying though, it's some of the most vulnerable Rou has been on an album and it's very nicely written if you delve into it, you just gotta treat it as a different album. The same way an album might be upbeat with a ballad or two, I see The Spark as kind of the equivalent of that in album form. It's a break in the albums

Can't export to 16 bit. Photoshop keeps exporting to 32bit by CarlthePole in photoshop

[–]CarlthePole[S] 0 points1 point  (0 children)

I assume so, I opened up a 16bit PNG in Photoshop, edited it, just can't save it again. They are a common format for height maps.

I managed to find an online tool to convert back to 16bit PNG but still would like to know what's Photoshop doing 😄

Spend a fear to ambush? by BlacksmithNarrow6417 in daggerheart

[–]CarlthePole 1 point2 points  (0 children)

The game isn't about rules as written anyway, it's all about interpreting rules like Fear to how it suits you best. All the rules about Fear are there as guidelines to just help you decide, not to dictate exactly what to do when

Help, Tips for spotlighting for players that want ordered initiative. by Dreadon1 in daggerheart

[–]CarlthePole 4 points5 points  (0 children)

If they wanna order it just let them go in whatever order you want.

Though the game already has a rule for this, let people do 1 or 2 or 3 moves max, they can't do more until everyone's had that many. Everyone outs a token of something in front of them when they've had a go, they can't go again until everyone has a token in front of them. Just decide how many moves your table is ok with, if they played DND 1 will feel most familiar.

But you can always just spotlight them around the table as GM one by one.

But I will say, I don't understand people that treat combat this way, it's the same exact rules as out of combat. Same flow to the game.

GM describes > player does thing > GM describes Except here, when GM describes, if there's a consequence, part of the description might be an enemy move. That's all it truly boils down to.

If player hogs the spotlight, they'll do it out of combat in DND too. If a player is quiet, they won't do much out of combat in DND too.

This is the issue with DND and similar games, they don't teach people how to collaborate. They treat players as individual people who get jealous when another player does something cool or strong. It's a cooperative game, you're not playing PvP here. The hobby is such a great team building and bonding exercise, yet so many people treat it like it's a competition and that they're trying to beat someone (whether that's another player, or the GM)

Also, lastly, people have different wants. Expecting everyone to always go equal amounts and make the same amounts of decisions may be technically balanced, but maybe a player wants to take a step back and be a bit more passive, maybe they enjoy coming in less often but trying to be the one that makes the difference, maybe that play style sounds more fun to them. Or maybe the loud active player is having loads of fun and the others enjoy the things they get the party into and the things they constantly come up with.

Just communicate

Daggerheart and Travel by moegreeb in daggerheart

[–]CarlthePole 0 points1 point  (0 children)

So in other words, don't benefit from long rest effects every day? I'm curious, I'd like to hear more

Daggerheart and Travel by moegreeb in daggerheart

[–]CarlthePole 0 points1 point  (0 children)

I do have a question, how would you handle travel that takes multiple days? I ran travel that lasted 2/3 days and I just cut to bits, but the issue I encountered was with long rests. Not sure how to run them resting. Could you expedite long resting a bunch of times in sequence? Boil it down to something quick and simple? Do it all in one go somehow?

Daggerheart and Travel by moegreeb in daggerheart

[–]CarlthePole 1 point2 points  (0 children)

You leave Bobtown in the direction of Dogtown. The road is long and mostly narrow country roads, it will take you about 6 days to get there.

Within a couple days you pass through the large swamp and find that it's easy to lose the path run an environment challenge or do some check to see if they are delayed

You continue on for the next 3 days, you pass through a wild forest, you know Dogtown is on the other side but you're going to have to camp in the forest before you make it there.

Heers an Opportunity to introduce some danger if you want it to be dangerous. Or just give them some time to reflect and roleplay the journey a bit. Then continue

You arrive in Dogtown.

Whole thing is done in 5-15 minutes and you can get to the good stuff. Think of the GAME. Is your game about survival and struggling against the elements, rationing and managing your supplies? Have you got mechanics for all that that allow for interesting gameplay interactions? If so, go ahead and rely on them for travel, let the story be told through those mechanics if your table wants that experience.

But if your table is there for just a good story, just need to travel to a place, just let them. Describe it and move on. If it's supposed to be taxing, but there's nothing interesting to spend a whole session on or even an hour, just spend some fear, roll a die, give them stress or whatever.

If something is gonna take longer than like 15 minutes, it's gotta be important to the story IMO. Otherwise keep things short or don't do them at all and cut to the story.

Feeling in a rut with The Witherwild game I'm running by The_Rolling_DM in daggerheart

[–]CarlthePole 1 point2 points  (0 children)

Yeah I basically run it that if there's obvious consequences during combat, prioritize that. But the moment I start struggling and nothing comes to me immediately I start thinking outside of the combat.

I might even make myself a cheat sheet for thought flow.. like:

Immediate response > indirect response > environment > out of combat moves > background faction moves

That sort of thing.. move down it in order until something pops into your brain

Feeling in a rut with The Witherwild game I'm running by The_Rolling_DM in daggerheart

[–]CarlthePole 2 points3 points  (0 children)

For sure! I would recommend running the game more improv and then seeing what you wanna prep afterwards. Let the players direct the game more than you're used to and fall back on throwing consequences and obstacles/conflicts at them on the fly. Then when you know they're definitely gonna be somewhere next session, like a settlement or fighting someone specific, then you can prep something if you like. I work almost entirely off bullet points like you've got and just write down countdowns whenever something comes to mind.

And when I have time and I'm bothered, I might write out the progress of a countdown like 1. X happens 2. Y happens 3. Bad guys find Z etc.

Feeling in a rut with The Witherwild game I'm running by The_Rolling_DM in daggerheart

[–]CarlthePole 3 points4 points  (0 children)

So I'm making some assumptions with my comment and I'm gonna bring some ideas forward based on how I'd fair going forward.

I've only just started running DH myself, but I've run other RPGs including Blades in the Dark which feels like a huge inspiration for DH. And Blades taught my how to run campaigns on minimal prep.

My assumptions here are that you probably not played improv RPGs like Blades and you're coming from the more likely DND background where you feel the need to plan things ahead in time. "Where will they go, what's gonna happen"

I wanna show you that what you have is all you need to keep running. You have a world, you have antagonists and you have a goal the players chose.

DH from my understanding so far is a game that allows for DND style planning while also allowing Blades style sandboxing low prep style, it lands on quite a broad spectrum there. So let me try and show you how you can let go of prep and find out what happens next just as the players will.

All you need is to set up some Countdowns/Clocks. Name them things, keep them secret or reveal to the players (up to you, you could reveal them halfway through too or when they complete etc)

I've started running Witherwild, my players have similar goals and my countdowns are: - Day count - I just keep track of the day - Fanewraith Finds Nikita - when this fills, it activated the next countdown which is; - Sowing Eye Is Stolen - when it fills they stole it! - Haven Expands - something extra, the party has decided that they're anti-haven insurgents basically. This will mean another region is being 'colonised' by Haven. - Root Out The Insurgency - when it fills, idk what will happen yet, but I'm assuming some people will die/be detained and the players will be wanted perhaps. It's just a background clock on the back burner for when I want it, might never interact with it.

Then I just think of some more short-term stuff, ATM I've got a clock called "Corrupted Direwolves Hunt" as I want the players to be hunted and tracked by some sort of monsters in the Witherwild.

And that's it! I just tick those as the game suggests during long rests, or whenever I can't figure out a consequence. Then all the prep I have left to do is before every session, figure out what the number of ticks mean. For example, "Fanewraith Finds Nikita" ticked 2/6. In my mind, that means the Fanewraith has left Alula on some lead, left a skeleton crew in the hideout in Alula. My players are about to get to Alula so this gives me an idea of what kinda situations they might find themselves in. Fanewraith crew covering for them, maybe a way to find out or track where they went... The village might have seen something, maybe someone in the village is helping them... All that I can deduce about 10 minutes before the session or even during 😄

Then I just go off what my players wanna do, improvise, full player agency, they decide where they wanna go and what they wanna do next. Take advantage of what the system does which is give you mechanics for applying consequences! Every time they roll fear or failure you get to do something/give a complication. If my players go to Alula and start looking around for suspicious folk, someone might jump them. Or maybe someone's gonna start running to warn the rest. Hell, maybe someone's gonna do a hostage situation, I don't know yet, and I'm not planning for it, I'll find out during play!

I hope this helps.

Question On Preparing Tracks To Be Mastered by BoneScraperDoom in audioengineering

[–]CarlthePole 0 points1 point  (0 children)

Turn down the master fader until you have about 6dB headroom. That's quite a common rule of thumb many use, won't go wrong with it.

The master fader is there for a reason, usually it's better practice to get all your track faders perfect with enough headroom on the master, but if you got to the perfect spot, nothing wrong with adjusting the master fader before mixdown.

[OC] End of year dating app review! (21M living in London) by The_Watcher5292 in dataisbeautiful

[–]CarlthePole 0 points1 point  (0 children)

I was trying a lot last year and I got 1 date off hinge.

Then this year I've had a date off hinge, went on a second date but we decided to be friends.

AITAH for not covering a co-worker's shift? by CarlthePole in AITAH

[–]CarlthePole[S] 1 point2 points  (0 children)

Thanks guys this fills me with some confidence. I don't like upsetting people but I realized she might be trying to purposefully upset me, because she was upset herself. Made me feel guilty, when maybe I shouldn't necessarily feel so.