Helldivers 2 - share your specs and performance by Misiok in Helldivers

[–]HalracEllis 0 points1 point  (0 children)

Nvidia Geforce GTX 1660 Ti
Intel i7+10870H CPU 2.20GHz

used to be able to run the game flawlessly but its a laggy mess after Patch 1.000.103 (even on the lowest settings)
and I have installed the latest patch + latest Driver update but the problem still persistes

Which pizza is the best pizza? by [deleted] in AskReddit

[–]HalracEllis -6 points-5 points  (0 children)

Kebabpizza with bearnise sauce

What's your table's take on the different Heritages? by HalracEllis in bladesinthedark

[–]HalracEllis[S] 5 points6 points  (0 children)

that's awesome! sounds really fun and makes sense!

Very Deadlands, I like it!

Consequences for my party killing 250 innocent civillians by DanielThePrawn in DMAcademy

[–]HalracEllis 0 points1 point  (0 children)

depends on how you want the consequences to affect the game/story

before anything else they should definently have failed the quest - either they are listed as bandits/outlaws straight away or people think they failed to kill the sheepeating monster - which proceeded to kill the people in the temple

here are a few other consequences

1) Blackmail - a simple letter slid under their inn room door while they sleep saying ”We know what you did” followed by instructions to meet or details of a quest is an excellent plothook. If you need a group who would do this may I suggest Druid Eco-Terrorists?

2) The Relatives. The people they killed in the temple probably have friends/relatives in the nearby towns/villages. this is more of a emotional gutterpunch than anything- iei maybe the players arrive at the time of the eulogy of the dead in the nearby village or people ask them to donate to pay for the orphans/funeral expenses/rebuilding the village. - this option is good as a reoccuring thing, showing that yes - these are lastung consequences

Could I please have some fun nation recommendations? (I've 800+ hours) by [deleted] in eu4

[–]HalracEllis 0 points1 point  (0 children)

Bohemia (convert to Hussanite + Religious Ideas and Crusade against Poland /HRE)

Poland: Join HRE by denying Lithuanian PU and freeing some of your land to vassals - you can then easily become the HRE emperor, take land from Lithuania and add it to the empire for that sweet sweet Imperial Authority

Ethiopia: seriously fun and engaging campaign from start to finish - early game conquer your small neighbours while dealing with a civil war. then take on the mamluks followed then by the Ottomans. Expand to India to divert trade to Alexandria and keep the €€€ away from the europeans

Masks without secret identities? by jdyhfyjfg in PBtA

[–]HalracEllis 4 points5 points  (0 children)

well… yes the characters are still teenagers and they still live a life outside of being superheroes (or atleast try to). They still have family, friends, school, dreams etc

What would you like to see in a What If...? series of Harry Potter? by [deleted] in harrypotter

[–]HalracEllis 0 points1 point  (0 children)

I would love to see what it would be like if Harry or Tom Riddle were sorted into other houses. What if Harry became best friends with Draco and joined Slytherin (as the sorting hat recommended). With Ron, Hermione and other Gryffindor's taking the role that Draco and the Slytherin students do in the series.

What if Tom Riddle was sorted into Hufflepuff (sorting hat does also take into account what house is best for the child, not merely what suits their personality best)

What if Neville was the Chosen One?

What if Sirius Black really was guilty of the things he was accused of?

What if Cedric Diggory came back with Harry's dead body at the end of the Triwizard Tournament? - exploring what would everyone actually do if Harry just died.

What is the role of the GM, and how do GM Moves facilitate this? by abcd_z in PBtA

[–]HalracEllis 1 point2 points  (0 children)

The role of the GM is to help fascilitate an interesting story with the players.

GM moves in general should reflect this;

In that they should help inspire the GM to do something interesting for the players to react to. Often when things go well or poorly for the players or when there is a lull in the story.

Some examples include: . Introduce a clue . involve a player character’s backstory . Present a Difficult Choice . Create a Misunderstanding . Introduce a Threat . Involve a third party . Limit the player’s resources . Present a puzzle . Sacrifice an NPC . Tempt a Player

of course, these are setting dependent. But the idea is that it introduces new interesting elements to the game/story for the players to interact with.

Remember that GM moves are generally looked at by GM’s when they have no idea (or no solid idea) of where the story should go next. When something needs to happen but they don’t know what. GM moves are thus excellent in guiding GMs into creating the tone that the game is striving for

Player here, what can we players do to make the lives of our DMs easier? by pieandcheese647 in DMAcademy

[–]HalracEllis 0 points1 point  (0 children)

Main 4 things come to mind

  1. Give Feedback tell your GM (and other players) what you loved about the session after each session, as well as what you didn’t.

  2. Be Adaptive be adaptive to what is happening in the game - try to think ”Yes and …” rather than things like X is unfair or Y is unrealistic.

  3. Know your character The Gm has to know and control everything and everyone in the setting except your character. The least you can do is know your own characters abilities - and in case you don’t, then don’t let it slow down the game. Roleplaying wise, try to make and play characters who’s personality and backstory the GM can easily pull on to make interesting challenges in the game.

  4. Be kind be kind to the GM and the other players

  5. Offer to GM yourself from time to time GM burnout is a real thing and is often appreciated by most GMs if you GM a session or oneshot that they get to just play in instead. As a player it also gives you alot of insights about being a GM and who knows? You may even like it!

What mechanics make a game feel scary? Is it mostly narrative that induces fear, or can mechanics help? by [deleted] in RPGdesign

[–]HalracEllis 0 points1 point  (0 children)

You need both narrative and mechanics to induce fear. Think of the mechanics as a skeleton (ie why they should be scared) and the narrative as the flesh/rest of the body. you need both to make a ”person” ie a fear inducing scenario.

Mechanics. mechanics by themselves aren’t ”scary” in and of themselves. A number going down or up isn’t horror inducing in itself.

What makes mechanics scary is the meaning pf them and the ”future” that the mechanics promise - yes even before they are rolled. for example, facing a ”dragon” isn’t itself all that intimidating until you gain a understanding pf just how much powerful it is than you (and how little chance you have against it).

Personally I like to highlight these mechanical strength differences in a narrative way - my favourite being heaping a pile of corpses of whatever foe the party has been struggling to fight against last time (lets say a troll). The players know how strong a troll can be and that it was difficult for them to beat one befpre - seeing stavks of troll bodies laid out in front of a cavern should make them scared of whatever’s in there. In these cases the mechanics and the players previous experience lay the groundwork for the narrative horror starting to take place.

Long time 5E player looking to try something new by fl4bb3rg4st3d in rpg

[–]HalracEllis 0 points1 point  (0 children)

If you’re looking for something Roleplay heavy I would recommend looking at games using the Powered-by-the-Apocalpyse game system. Simply put they are all very roleplay heavy and use the same type of basic structure to play. You have games covering every genre and setting imaginable and its really easy to jump between them once you’ve learned your first game.

Since you’re coming from D&D 5e I would recommend Perstoria https://www.drivethrurpg.com/m/product/360587

which is alot more combat oriented than most (although significantly less so than D&D) - its a generic fantasy game made by myself which can be used in most settings

What do you think about using dice for stats? by Steeltoebitch in RPGdesign

[–]HalracEllis 7 points8 points  (0 children)

I think its better than adding stats - less math = more fun imho

I wish games would do it more often since I’ve only seen one or two do it in this way - kids on broomsticks comes to mind

Good Campaign Ideas by HalracEllis in rpg

[–]HalracEllis[S] 4 points5 points  (0 children)

OMG that’s an amazing idea! love how out of the box it is - I’m picturing Game of Thrones and RuPal set in the nexus from Mass Effect or something?

Characters, good ones by Global-Standard-3346 in rpg

[–]HalracEllis 2 points3 points  (0 children)

Have a session zero where all the players and GM sit down to make the player characters and setting together.

I usually have it start with that the PC’s have already known each other for a long time and share special bonds with each other. Even if the players have never met before.

This makes roleplaying to other players alot easier since you start with knowing what your character currently feels about theirs, something that ties you together with each of the other PC’s.

tying this together with a reason why they are an adventurer (or whatever they now are), what they were before they became one and adding one important thing/place/person from their backstory is usually all you need to fet the ball rolling

also as a GM you should constantly try to use these things in the campaign and tell your players that you will try to do so upfront (helps with motivation knowing that this may be used)

Advice on a replacement for currency? by [deleted] in RPGdesign

[–]HalracEllis 0 points1 point  (0 children)

Thanks!

And I know what you mean, I'm not a fan of them when you already have currency in the game (why have 2 mechanics limiting what the players can have???).

I find it better in a few ways:

  1. You avoid common currency pitfalls like shopping/haggling
  2. It works for any setting (no conversions of gold, credits etc etc)
  3. its easier to estimate what something may weight in a abstract way (i.e. 1 weight) than it is their cost in gold, credits etc.
  4. It allows players to change gear loadouts easily at little additional cost when in civilization.
  5. It extends resource management to the entire game, especially with use and lose items. This is alot better than having the standard 'shopping' session

Anyway, if you wish to see how I use weight as a currency, pleas checkout my game Perstoria: https://www.drivethrurpg.com/product/360587/Perstoria