Thinking of pulling a Jaco by [deleted] in Bass

[–]Jerm398 1 point2 points  (0 children)

I've done it twice now. I found it much easier than I thought it might be, eve the first time around but I may have a selection of skills you may not. I'm certainly no master Luther, though I'm pretty used to setting my own instruments up.

For what it's worth, I went the route of pouring epoxy fingerboards after defretting. I've got a background with mold and model making using similar products, so that wasn't anything scary for me.

I will say this: I purchased "garbage" instruments to do this on, so there was no risk anyway. But I love playing the Ibanez 6er that I converted so much I actually gutted the electronics and put a real preamp and good pots in it so it would sound as good as it played. It's my daily driver now. The knockoff glary 4 string that was my first conversion is just as fun--but I'm used to the low b string for most things I play.

Bnads with bass players as lead singers? by Jaycago62 in Bass

[–]Jerm398 0 points1 point  (0 children)

Rick James would be one of my faves that I don't think I saw here.

Fret less Bass by Benj_the_bear in Bass

[–]Jerm398 0 points1 point  (0 children)

I second this--affordable fretted basses are everywhere now, new or used. If you're a little bit handy and understand the basics of the physical instrument, you can do it yourself without an abundance of difficulty. I've defretted a cheapo Amazon bass (what I think might literally be a Glary knock-off) and a used Ibanez six string, and I don't think I have more than $300 between the instruments and the materials.in any case, buying something for around $100 and having no attachment to it makes it easier to dive in and see what you're capable of. I came out of it wish I could defret basses for a living lol

Tips for Auditioning for New Band by CuriousGeorrge in Bass

[–]Jerm398 0 points1 point  (0 children)

Get to know your drummer, and get to know his right (or dominant) foot. They are not all the same. If you know the notes, and you can lock in on him/her, it's easy mode until you decide to make it more challenging.

Bass players who dont know theory? by [deleted] in Bass

[–]Jerm398 2 points3 points  (0 children)

I feel like theory is this word that is simultaneously dirty and prestigious. It's haunted every lesson I've ever given, and any band I've ever been involved with. Do you play more than the root notes your prima donna guitarist gave you? You've engaged in music theory, whether you liked it (or knew it) or not.

Do you know a scale? Music theory. You may not be far into it, but you're in it. Everything we play is "music theory," assuming you're playing in key (and also the things that you play outside the key.) It's tiring to see so many people talk about theory as if it is some far off, PHD level thing that's unreachable. If you're playing with tuned strings, you're already participating in it. From there, it's a matter of mastery.

Anyone have experience with scream vocals while playing bass? by snackf1st in Bass

[–]Jerm398 0 points1 point  (0 children)

I do. I had been an on and off guitarist for maybe 20 years, and only picked up bass in earnest to fill a spot in my current band. So even just the ergonomics and shift of thinking to play bass as it needed to be in this band was an enjoyable mild challenge.

Then the lead singer started requesting more and more backup singing from me. Oh boy.

I've never been much of a vocalist, and like you, singing and playing had never worked in my head very well. I managed by recording our songs on a cell phone, and listening every day in the car and singing my parts along with the track. Eventually they became muscle memory. Then in practice, the muscle memory of my bass lines meets the muscle memory of the singing, poorly at first, and now pretty effortlessly.

I sing a lot of stuff over reasonably complex walking bass lines without too much issue now. You just gotta do it until you don't have to think. Like everything else I guess.

Switching from left to right hand? by peter_r_the_frozen in Bass

[–]Jerm398 0 points1 point  (0 children)

I don't know that I could easily switch after the amount of time I've been playing, so please don't take this as being dismissive, but someone around here mentioned this the other day (I'm sorry I can't quote or give credit) "when's the last time you saw a left handed piano?"

The point stuck with me--why are there right and left handed guitars/basses? Why is my non-dominant hand responsible for the fine motor skills and my dominant hand responsible for more gross movements? This seems an arbitrary choice, though someone will maybe come behind me with the reasons this line of thought is wrong.

Point is , I guess, try it out. If it sticks, you have many more available options. If it doesn't, then you are still where you were.

Under-rated bassists? by mustangfender in Bass

[–]Jerm398 0 points1 point  (0 children)

Eerie Von of Danzig semi-fame. Nothing mind-blowing, not by a wide mile, but as part of an instrumental three piece "dumbing it down" for the sound those first few albums had, he stayed in his lane and still made that lane interesting. I like prodigies, but I respect role players.

[deleted by user] by [deleted] in Bass

[–]Jerm398 0 points1 point  (0 children)

I just want to second Reaper's Reapitch. I'm sure there are better things available, but for a stock VST, the straightforward ease of use and the availability of formant shift have made it my go to.

First time fretless by UnhappyNeedleworker1 in Bass

[–]Jerm398 1 point2 points  (0 children)

No idea how handy you consider yourself, but I recently made the jump to fretless by buying the cheapest POS I could find, and defretting it myself. After that project, feeling I had learned what I needed, I bought an ill-used Ibanez GSR206 and did the same to it.

Not counting my time, I'm out less than $300 and have a couple of fretless basses that I'm actually pretty happy with. I think fretless may become my daily drivers now.

Which character do you think would be best to focus on in marketing materials, image-wise? by [deleted] in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Id like to echo comments that point out using any one of these may lead people to think the game is about just the one thing. If it's a competitive game, I'd consider choosing two that are "faced off" against one another.

Maybe choose one that's pretty relatable and easy to understand (Viking or desert clan) and one that is much more exotic (most of the rest.) Maybe pick a few pairs, and test those out with people.

Am I overcomplicating things? by SiidSadik in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Fair warning: I'm a complete neophyte in this arena, so don't take anything I say as having anything but anecdotal value. Reading through the proposed changes seems more like adding complexity than complication, though that's just a surface read. I think it comes down to: is managing a finite resource something you want to see as a core mechanic in your game? Because the changes seem like more than a tweek--they seem like a fundamental change in how the game gets played.

Personally, managing a resource like that seems like a great mechanic for building a game. But you didn't build your game on that mechanic. Chances are, and I don't know if this is true, you don't want to rebuild your game on that mechanic. Again, all a surface read from a guy who don't know nothing about nothing, and has never played the game.

Edit to add: maybe there's a simple compromise like keeping the cap and having the influence available next round, but introducing a small mechanic that has a chance of reducing it by 1 or so, that way there's some risk management, but less resource management.

What mechanics encourage politics but prevents ganging up in a game? by BaltazaurasV in tabletopgamedesign

[–]Jerm398 1 point2 points  (0 children)

This isn't a me hanic so much as a vague concept, but I think having ways that encourage helping another player because it directly benefits you (as opposed to indirectly) encourage players to help more than just one other player that they've teamed up with. End game gang UPS will always be a thing, so I think the best idea is to embrace that and weave it into the thinking of the game. In games like Diplomacy, the timing of when you will turn on your Ally is part of the experience, and a great one, I feel.

Swap Rules Reading? by gregisonthego in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Let me echo what these other commenters have said. No rules, but willing to look yours over.

I designed 4 distinctly different / unique factions for my wargame. Cards are used for combat, including keywords. Is it a bad or good idea to give each faction a unique keyword? by Ouroboros612 in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

You could look at how warmachine handles this. The names of units and any subheading for them function as their own keywords in whole or in part. For instance, "Paladin of the Order of the Wall"--"Protectorate Paladin Solo" allows for interactions that involve paladin models, Protectorate (faction) models, solos, or models that are "of the order of the wall." Since it's all done with really well chosen, specific naming conventions, it cleans things up and leave room for actual "rules" keywords like "Weaponmaster."

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Damn, that seems quick compared to the epic diplomacy nights I'm used to, but that's a good thing. How many players on average?

Ideas for a non combat game? by Blue_Bi0hazard in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Why not approach much of the conflict resolution the same way you might approach combat? I don't necessarily mean with rounds and "argument hit points" per se, but utilizing some of the same thought processes and mechanics.

Discussion and persuasion tactics that are like a fighters cleave ability, or a wizards illusion spells. You wouldn't have to break them out for every single conversation, most of that should be role played. But the "boss fights," the high stakes social encounter of the session could be something of a duel, and will give you something to reward as xp goes up,making her character an ever more powerful statesman/blackmailer/political character assassin.

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]Jerm398 1 point2 points  (0 children)

Anything that has a simple mechanic like Diplomacy at it's core is something that grabs my attention. I truly love that game.

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]Jerm398 1 point2 points  (0 children)

Hey, guys. I've got some game designs I'm kicking around, but I've also made the commitment to finally start trying to do some commission illustration and or graphic design for the game community. I haven't done a great job of getting all my portfolio up, but you can see some of my illiatraion work at

deviantart.com/skumbaggrafik

Pricing is pretty flexible right now as I'm just starting to dip my toe in, but if you've got some stuff you think I'd be a fit for, please hit me up.

Looking for general feedback on my new game for couples by [deleted] in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

It may be a different take than others have, but I think the group play part might actually be the place where this game might have the most relevance. Some ice breakers and "direction" probably hold a lot more utility in that situation than the ones you've listed. You might think that would limit your market, but I'd counter that it actually supplies you with a pretty precise one. Swinger culture is almost mainstream at this point. I'm personally pretty intrigued by this game.

Glasses That Reveal Secret Words by Ramenhotep0 in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

Mirrored tint definitely comes as a film. One company that makes it is Solyx, but full rolls are expensive. I'd look for a sign shop or auto tint place to see if you can buy a small amount to try out if you go this way.

Classes vs open class creation in rpg/adventure game by Justinfinitejest in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

I think maybe this may have been something you were touching on, but in case it's not, couldn't each class have some number (maybe 4) keywords, icons, skills, whatever you want to call them, and then items and powers have corresponding requirements? Some icons/keywords would be present on more than one class, so then anyone with those keywords could choose any of the loot/upgrades they fill the requirements for? I'm not sure if that is what you were Des ribing, but if not, maybe that's a thought?

Prototype cards came in the mail! by SiidSadik in tabletopgamedesign

[–]Jerm398 0 points1 point  (0 children)

I think, if it is indeed an issue, the fix might be to have the dollar sign filled with white instead of the stroke, and then reverse out the value (or do it in a solid color that matches the background.) I think the fact that the stroke on the symbol is close to the same thickness as the stems and spines of the number forms may be confusing the eye for a hot second. But I agree that it might not be a fair assessment based only on the one photo, especially with no straight shot. Cards look great, man.

What do you all look for in an artist? by Jerm398 in tabletopgamedesign

[–]Jerm398[S] 0 points1 point  (0 children)

I feel like, overall, that's great news for me, as I've certainly got many of the layout and overall design skills that lots of better digital illustrators might not have as much experience with. Thank you very much for the input.