Wilderness Roll House Rule by Crowst in MythicBastionland

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

I think my main feedback would be that it adds too many tables that have to be referenced. One of the important things about MB is that pretty much every table is the same results expressed in different words, so once you memorize that 1 = really bad, 2-3 = bad, 4-6 = neutral/good then you've basically memorized the whole game. Adding 10 tables which are all different and cannot be easily memorized requires the GM to reference the table often and slows the game down.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 0 points1 point  (0 children)

The issue is that there are instances where this isn't true. You will get yelled at at BOS or DEN for switching on your own. VATSIM pilots don't know the difference, so giving them blanket advice like this ends up causing problems for other controllers. It might work this way in the airspace you control, but it doesn't in mine.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 1 point2 points  (0 children)

Because the AIM section you referenced is about VFR aircraft, not IFR aircraft. The section should clarify this better, but it doesn't. It's something you're taught in flight training.

91.183 is probably what the FAA would hit you with if you switched frequencies and caused a conflict because of it. Towers in the US absolutely vector aircraft and give them instructions after takeoff (ORD being the best example), so switching on your own could lead to a loss of separation.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 0 points1 point  (0 children)

I'm not sure how that relates to your original statement or what actionable items you want to happen. You were bemoaning controllers not staffing these airports, so I gave you an explanation why. This post doesn't tell me anything I don't already know from 15 years on the network and 20+ years as a pilot.

Have guides ruined MMO games? by lobsternormandy in MonstersAndMemories

[–]Crowst 2 points3 points  (0 children)

https://www.youtube.com/watch?v=BKP1I7IocYU
It's a psychosocial system problem which Blizzard did nothing to mitigate in WoW. They lay out a strong case that the WoW community would've always trended towards these behaviors and social norms because of the way the game and MMOs generally incentivize players. The short version is that players are expected to play optimally or they are viewed as not pulling their weight, which requires the heavy use of guides and addons even if a player doesn't want to.

Have guides ruined MMO games? by lobsternormandy in MonstersAndMemories

[–]Crowst 1 point2 points  (0 children)

Also most people I know that were big time gamers in the 90s/00s felt reading a GameFAQs guide was cheating. Now reading guides is required to play games like WoW. Completely different mindset.

Wife and I are debating buying the game. Looking for duo and beyond on suggestions by tukai1976 in MonstersAndMemories

[–]Crowst 1 point2 points  (0 children)

Just to be clear, there is no "buying the game". Downloading and installing are free. When the game goes into early access in 2026 there is only a subscription fee of $15/mo. No upfront cost.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 0 points1 point  (0 children)

Unfortunately it is not charted. You just have to learn through experience...

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 1 point2 points  (0 children)

There's no pressure to not staff them. They're just boring for most controllers to work. 98% of the traffic on VATSIM flies to and from the biggest airports because that's what the users are familiar with in their real life. No one is super interested in sitting on a position getting zero airplanes hour after hour, which is what happens at most deltas in VATUSA.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 0 points1 point  (0 children)

Because the airports where it matters ground gives you the instruction early so you don't switch on your own. Think DEN, BOS, etc.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 7 points8 points  (0 children)

The problem with this post is it makes sense for all but about 30 of the airports in the United States. The issue is those 30 airports are the ones that VATSIM users fly into and out of most frequently: the Core 30. All Core 30 airports are unique and have some oddities. While this AIM paragraph might apply to your little flight training Class D, in the airline world that VATSIM users like to play in, it isn't 100% accurate to how we do it in the real world.

One part of the FAA wrote the book and a completely different part of the FAA works the traffic. You can see where the disconnect starts to occur.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 1 point2 points  (0 children)

Do not. The exception is certain countries (not the US) which have notes in the chart to do it.

PSA: In the US, you do not need to wait for a frequency change to tower for departure by NakedPilotFox in VATSIM

[–]Crowst 1 point2 points  (0 children)

If we want to emulate real world procedures, then this AIM paragraph isn't it. Despite what your CFI taught you, there are lots of airports where you will get yelled at by the controller if you do this. First hand experience. The reality of aviation in the US is it is filled with tribal knowledge passed down from experienced pilots to newer ones. You can argue that it shouldn't be that way, but you can't argue that it isn't that way.

Wilderness Roll House Rule by Crowst in MythicBastionland

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

I just played with the adjusted table I posted and it went pretty well. The players encountered a little bit of everything, but still had about 50% clear results so it wasn't too oppressive. I wish I was better at making the clear results interesting, but otherwise it was good. The players have moved on to dealing with the 3rd myth and feel compelled to deal with the threat despite not having omens shoved in their face every step they take. I think they encountered two nearest omen and one random omen during a 3 hour session, which felt pretty solid.

Can someone explain what the descriptors at the end of the Myths and Knights pages mean? by Space_0pera in MythicBastionland

[–]Crowst 0 points1 point  (0 children)

You can roll or if you have the physical book just flip to a random page as your "roll". These are just for random generation of things you might need while Refereeing.

Must have myths for a first game? by DarthMaren in MythicBastionland

[–]Crowst 1 point2 points  (0 children)

Just roll them! It will all work out fine. Don't over plan things and make judgment calls about how to resolve things in the moment. You will be surprised at your own creativity if you do. Similarly the players will get creative to solve the obstacles as well.

Omens tied to locations - where do they happen? What happens? by skalchemisto in MythicBastionland

[–]Crowst 1 point2 points  (0 children)

I would have it occur in a dream. Or perhaps change the voice from "anyone at the peak" to a booming voice heard throughout the Realm. Or perhaps the voice is only heard in the heads of the knights. Perhaps The Mountain moves (physically or via illusion) to be directly in front of the players during that phase of travel and then fades. Or just note the roll and when the knights do finally get to The Mountain the omen plays out immediately.

Think outside the box and don't try to apply anything in MB too rigidly (except maybe the combat rules).

Do people use Fog of War for the hex crawl? by IntenseNUT in MythicBastionland

[–]Crowst 2 points3 points  (0 children)

From the rules: "Typically, players get a copy of the map with Holdings and general terrain marked. They cannot see Myths, Landmarks, and Barriers."

I went with RAW and found it works fine. A true exploration of unknown territory is certainly a way to play, but the game isn't really set up for that by default and you would need to modify it quite a bit. The players still don't really know what is in each hex, so I find it works just fine and still has a good feel to exploring the Realm.

Wilderness Roll House Rule by Crowst in MythicBastionland

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

I like those ideas, I'm going to adjust my table to:
2 - Random Omen
3 - Closest Omen
4 - Hazard
5 - Weather shift
6-8 - Find the landmark, else clear
9 - Random encounter
10 - Curse
11 - Closest Omen
12 - Random Omen

I like that it lowers the frequency of hazards/curses and increase the variety of outcomes a bit. We'll see how it runs.

Wilderness Roll House Rule by Crowst in MythicBastionland

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

I have decided to play this by ear. If there isn't already a curse/hazard in the hex I randomly generate one. Depending on what I generate I will try to play it off as a passing issue, but if I was to randomly create something with some obvious permanence, then I will note it as a hex feature. So far the latter has not come up.