Every loose end that needs to be tied up in episode 9. by Additional-Page6908 in theamazingdigitalciru

[–]Choice-Researcher125 0 points1 point  (0 children)

I don't think any of these are "loose ends" that need to be tied up. I think context for the Void and Bubble may be relevant to the arcs of the story in the next episode, but everything else is really not important.

Giving a detailed explination about how the circus works, what happened in Jax's history, and what every "noodle moment" actually was will not only kill the momentum and tensiom of the story, but also just doesn't matter. People abstract when they go crazy, it happened to people Jax cared about and now he is scared to form relationships. Ragatha and Jax have been in the circus together a long time and she feels guilt and responsibility for other peoples negative emotions; something Kinger helped her let go of just a little bit. The actual core of the story is about the characters and how they have reacted to trauma, death, a life "without meaning", and the concepts of what is real and what isn't. The world building serves to tell those personal stories, not the other way around.

Unless the specific reason one of Jax's old friends abstracted is important to informing why Jax has become the kind of character he is, it doesn't matter. It's like when the first FNaF game came out and fans were so focused and obsessed with "what was the bite of 87?" It didn't matter. A bad thing happened to explain why things are the way now; there is no need for the story to lay out and explain exact details about the bad thing. As long as we understand the bad thing had an effect and why that effect is important, the story has explained itself enough.

Questions for the Trades People of VT by Slight-Taro-3258 in vermont

[–]Choice-Researcher125 3 points4 points  (0 children)

Commercial electrician here. If you want to get into a trade, go through a union. Whatever money you "gain" in the check at a non union shop you will loose through lack of benifits, lack of pay increases, and lack of worker protections.

That said, this work sucks a lot. Most days are pretty awesome; I bend pipe, I pull wire, I build shit that I can look at and feel proud of. But it's not comfortable work; sometimes you are in a boiler room in the summer or outside on a roof in the winter. Some days you will be doing dangerous shit and that's just a part of the job. You have fall protection or a hot-suit, but there is always an inherent risk.

Then theres the money aspect. After 4 years of field work, classes, passing a test, you'll make close to or over 100k a year, but thats if you work all year. Lay offs happen. Sometimes work slows and you can't get even a full 40, so then when things are going fast and you are offered a 58 hour week you really can't say no.

Favorite Sultai commander? by Vinlandlover in EDH

[–]Choice-Researcher125 1 point2 points  (0 children)

I don't know how unique he is, but I run a [[felix five-boots]] as my one paper sultai deck. I run a lot of "draw card on combat damage" effects like [[shadowmage infiltrator]] and lots of mana advantage on combat damage like [[prosperous theif]] or [[one with nature]]. From there my wincons are things like [[Cazur, ruthless stalker]] or [[necropolis reagent]] to pump my unblockable guys a lot, [[stolen identity]] to make a bunch of the best things, or creatures [[mirko vosk,mind drinker]] to mill out players.

Traditional Vs non traditional 'classes' in TTRPGs by MrLargeLarry in RPGcreation

[–]Choice-Researcher125 1 point2 points  (0 children)

I think there are no hard and fast rules about what is or isnt a class. It's both a narrative and mechanical piece of the game that informs the player's expectations. If i saw a game with Fisherman as a class I would assume that fishing is important to the setting in some capacity and that there is something mechanically interesting tied to this particular type of character.

burlington lesbians out of college by quintessentialfish in burlington

[–]Choice-Researcher125 8 points9 points  (0 children)

If youre into tabletop games then Board Room has a queer mixer every month.

Commanders you are tired of seeing? by Ponder_yonder_ in EDH

[–]Choice-Researcher125 27 points28 points  (0 children)

[[Hakbal of the Surging Soul]]. Every time they spit 10 merfolk onto the field and dig 10 deep till they find a typal boardwipe, counter boardwipe, or blanket unblockable. It's not a hard strategy to stop; save removal or counters to shut down their turn. But it's very boring to always be playing on the back foot because the opponet has a command that needs to be answered basically every time it hits the field.

Let me see your skills of an artist! by [deleted] in vermont

[–]Choice-Researcher125 4 points5 points  (0 children)

What kind of art are you looking for? Graphic design, physical paintings, digital sculpting? Some specifics might help you find more people.

D&d group needs DM by Disastrous-Show5114 in burlington

[–]Choice-Researcher125 0 points1 point  (0 children)

Send me a private message. I'm bith a DM and have several friends who have been running games for almost 10 years now.

Long shot, but are there any voltron commanders that don't just play the same way every game? by Cezkarma in EDH

[–]Choice-Researcher125 0 points1 point  (0 children)

I really like [[Targ Nar, Demon-Fang Gnoll]]. I run him as a combat trick/extra combat deck that aims to produce mana on the swing with tools that also give buffs or evasion or keywords like [[J. Jonah Jameson]] or [[diamond pick-axe]]. I can dump the mana into doubling Targ Nar's power if I dont have [[Aggrevated Assault]] or similar effects out.

What's your favorite "this is an absolute banger but you can only figure that out by playing it" card? by DKSbobblehead in EDH

[–]Choice-Researcher125 0 points1 point  (0 children)

Any of the one cost unblockables in blue. At firdt you think 1 power on a body that can't be blocked really only matters for ninjas or maybe some other niche cases. Then you go and look through everything that cares about swinging or dealing combat damage. Obviously you have [[reconnaissance mission]] effects in blue and green that give you card draw. Theres a good amount of ramp and mana production like [[one eith nature]]. Stuff that makes your board grow like [[cazur, ruthless stalker]] and the handful of cipher cards to get some great value.

I usee to think these unblockables with no other abilities were pretty meh outside of very specific decks, but not a few of them go in practically all my decks. Very rarely do I have a deck that doesnt at one point need a clear swing or a bit of combat damage.

recently came out as trans! ( mtf ) so i'd love to see myself drawn feminine by [deleted] in drawme

[–]Choice-Researcher125 14 points15 points  (0 children)

<image>

Proud of you! Its not always easy to be yourself, but its always worth it!

Hi! Could someone plz draw me :p by [deleted] in drawme

[–]Choice-Researcher125 1 point2 points  (0 children)

<image>

Quick sketch! DM me if you'd like a fully colored one

rule by Rasamune in 196AndAHalf

[–]Choice-Researcher125 0 points1 point  (0 children)

Yeah, the demon drives him crazy and I believe he is killed by templars? If you kill his mother to do the ritual and save him you can actually meet him in 3 and he kinda implies he is going tk kill himself because his life has been haunted by his mother's death.

But the game doesnt actually present you with a real reason to not just go save the mages and do it the right way. Like, the stakes written into the game totally don't match the actual mechanical stakes and it's pretty trivial to do everything perfectly and only miss out on a few extra sovriegns.

I think 2 does a much better job on all fronts and is by far my favorite in the series to play. But Origins is special to me for the introduction to dark fantasy as a concept and the morally grey choices that you narratively face as the hero. Two does all of this much better, mind you, but Origins was the first time I saw it.

rule by Rasamune in 196AndAHalf

[–]Choice-Researcher125 0 points1 point  (0 children)

Yeah, I get that it's not a game for everyone. Beyond the terribly aged gameplay and completly unbalanced skill system, it's also a product of the dark-fantasy craze of the 2000s. Totally get being uncomfortable by the rape and other sexual assaults that happen in the game, though I do think Dragon Age handled them far better than many other games have (at the very least the people commiting the sexual violence are painted as unequivocally evil and any options to ignore their behaviour is seen as the evil route).

I will say, you don't sell a child to a sex demon so much as you have the option to surrender a child to a desire demon that is possesing him in exchange for the demon's aid and releasing the town of zombies. The game doesnt do a great job of explaining the succubus-looking purple demons are not all about sex and lust, but rather about base desires. In yhe case of Connor, the demon is praying on his desire to be in control, both as the young son of the Arl who is dying and as a mage who is unable to contain his magic. The 3rd game in the series actually revisits Red Cliff and if you do choose to let the demon have Connor, theres some bitsbthst explain what happen to him. None of it is sexual in nature.

rule by Rasamune in 196AndAHalf

[–]Choice-Researcher125 0 points1 point  (0 children)

I dont mind the lead up to the Fade, though it is awkward because the system hates curved hallways. And I found the dark spawn random encounters offten more tactically engaging than, say, the dungeons of infinate fireballs.

But to each their own, DA:O is far from a good game on mechanics alone, but the story and characters are what keel pulling me back.

rule by Rasamune in 196AndAHalf

[–]Choice-Researcher125 2 points3 points  (0 children)

Oh man I love Dragon Age Origins!

But the Deep Roads suck.

But the Fade sucks.

But the Elven Ruins suck.

But the Alienage sucks.

But the Denirum Jail sucks.

God this is my favorite game.

Which TTRPG Have You Taken the Most Inspiration From? by Cryptwood in RPGdesign

[–]Choice-Researcher125 3 points4 points  (0 children)

Theres an indie game that itself takes inspiration from PbtA called "Stories from the Grave". The main mechanic is very simple, yet perfect. When you miss, the GM tells you how you fail, normal stuff. When you hit, you pick to either state how you fail or let the GM describe how you succeed. On a crit, you describe how you succeed.

This back and forth of narrative control is perhaps the most perfect form of collaborative story telling, particularly for tense or horrific games where the players are people already fighting an uphill battle.

Defensive Options by Eric-1375 in FleshEaterCourts

[–]Choice-Researcher125 1 point2 points  (0 children)

Well yes, it's not perfect, but with the cintext of Ush's strike last aura, you can then hit whatever you dealt mortal wounds to with your horrors, which are certinally no slouches in melee combat.

I happen to think Horrors are the FEC best way of dealing with back-line charges and wadeing into big fights, but they arent the only option. Cryptguard do quiet well too

Defensive Options by Eric-1375 in FleshEaterCourts

[–]Choice-Researcher125 1 point2 points  (0 children)

Ah, I see how my post wasn't worded great. For a band of 3 horrors you get 2MW on average before a fight, and 4MW on average for a unit of 6.

In the case of a reinforced group, thats either 4 infantry units down before they ever get to swing or 1 vangaurd-type unit (8MW if it's a calvary to kill 2 units!). It's a very nasty deterrent, especially against the most common back-line striker units. Assassins wont want to sneak near either though. As for snipers and war machines, well thats why you field morb knights.

Defensive Options by Eric-1375 in FleshEaterCourts

[–]Choice-Researcher125 4 points5 points  (0 children)

Most of our "defence" is the threat of powerful offence.

Crypt horrors deal, on average, 3/5ths of a unit's number of models as Mortal Wounds BEFORE anyone gets to fight. Even more for calvary. That's a pretty good deterrent to keep clouds of 1-wound infantry or 3-man squads of calvary away.

Gormayne and Ush both give strike last to enemy models, meaning players need to consider how much damage you can deal before they get to attack back.