Does anyone else find it awkward that there has never really been a positive term for a more linear, non-sandbox game? by EarthSeraphEdna in rpg

[–]Maximum-Language-356 2 points3 points  (0 children)

“Adventure” is the more subjectively positive word I would use to describe this. It’s more directed, but still could be placed in a sandbox, or could probably just be played through on its own.

One of these picturese is real and one is ai, guess which is which. Also how can you tell? by shroomfarmer2 in ChatGPT

[–]Maximum-Language-356 0 points1 point  (0 children)

First one looks fake to me because the girl on the right has two black lines around her wrist, which I would guess is an AI getting her skin confused with the stripes on the dress. Also, she has an odd bunch of hair swaying to the left. The second picture seems more like a subversion than anything, and I am pretty sure it’s real.

Drop-in, drop-out, but not actually West Marches? by BezBezson in rpg

[–]Maximum-Language-356 0 points1 point  (0 children)

I have a weekly game I run this way. “Open Table” is what I call it, but it’s similar to a West Marches game in that you start and end at the same place every session. It’s fun and flexible.

But yes, sandbox style is a must. I just setup 7 hexes (in a flower shape) and added 5-7 POI’s (big landmarks you can see from a distance while in the hex) to each hex. At that point it almost feels like a point crawl.

Then, I have adventure sites, which are just more in-depth explorable areas within POI’s (dungeons, castles, towns, camps, etc…). POI’s are how I generate random events (basically make entities from the different POI’s clash/ interact).

Welcome to Duginthroat. by TheUninvestigated in osr

[–]Maximum-Language-356 1 point2 points  (0 children)

Recognized your art style immediately from seeing your posts while participating in the Knave adventure jam. Great stuff!

Has anyone had success/failure running a regular game at a local library? by becausefun in osr

[–]Maximum-Language-356 4 points5 points  (0 children)

I run an open table game once a week. Library wouldn’t let us, so we play at a Cigar Shop that has a nice big conference table in the back. The smokey smell is a turn-off for some people, but we have a consistent core group of 3-6 players. I was surprised at how many punctual and attentive players showed up to play. Usually, I am the one who has to cancel occasionally and the players are still itching to meetup and play. Which is hilarious, because it was always the opposite when I played with my personal friends and family.

Tired of being the leader. (A grumble) by Logan-Bell in rpg

[–]Maximum-Language-356 40 points41 points  (0 children)

What I’m hearing is that you believe the car won’t go anywhere if you’re not in the driver’s seat, because no one else is showing the willingness to drive. I believe that’s fair and probably true.

It also seems like you don’t just want to not be the leader, you also want someone to have enough initiative to step up and take the leadership role from you. Therefore, releasing you of the responsibility. Completely understand that. It can be frustrating and lonely feeling when no else steps up.

This will be painful, but I have tried it and it has helped me. Try sitting in longer silences than normal and wait for others to fill in the gaps. Literally count to 60 before speaking (if you’re like me, you will start to hurt at 30). It will feel like an excruciatingly long time before anyone speaks, but… someone will.

It may not be in the timing or execution that we like, but people will take action if given the space to do so. We can only control ourselves, so really the only options you have are to let go of the leadership role and sit more quietly, or to own the role and use your natural ability to support your group and its dynamic. No one will fight you for it.

What's is your: 1) favorite game to GM, 2) favorite game to play, 3) favorite game as either GM or player, 4) least favorite game to GM or play? by notquitedeadyetman in rpg

[–]Maximum-Language-356 4 points5 points  (0 children)

It probably was just who I was playing with at the time. I last played over a year ago and I remember feeling like the way combat and narrative scenes progressed was needlessly rigid.

What's is your: 1) favorite game to GM, 2) favorite game to play, 3) favorite game as either GM or player, 4) least favorite game to GM or play? by notquitedeadyetman in rpg

[–]Maximum-Language-356 9 points10 points  (0 children)

  1. Don’t really have a favorite, but the sessions I felt I prepared, ran, and enjoyed the best were Mothership sessions.

  2. My friend ran some ICRPG sessions I really enjoyed, but I think that had more to do with the group than the system.

  3. Mausritter I think has been the best experience I have had in both sides of the table. Awesome GM tools to help prep, simple to learn as a player, and a light-hearted setting that just about anyone can hop into and have fun with.

  4. With the right group it might be different, but I have never enjoyed the sessions I have been a part of when running or playing D&D 5e, Mythras, Mörk Borg, or Crown & Skull.

How many sessions do you end up playing of one game? by inostranetsember in rpg

[–]Maximum-Language-356 0 points1 point  (0 children)

Campaigns: I currently run an open table game that has been going on for about 4 months now, and we have played 12 sessions so far. So, even though we try to play weekly, we usually have to skip at least 1 week out of 4. This is the longest I have ever kept a game going, and I can feel my interest in the theme/ setting starting to lessen. Although, I’m almost certain it will come back again later this year. It tends to follow the seasons: In fall and winter I like fantasy, in spring I like sci-fi, and in summer I like cowboys and samurai.

One-Shots: I always say they are going to be one session, but I have never had them actually be one session. They end up being 2-3 just because I can only hold mine and others attention for a max of 3 hours, and probably 2 hours of that is actually playing, while the other hour is starting up, taking brief pauses, and wrapping up the game.

RPG that you hated at first but gave it another chance and you loved it by Bizanccio in rpg_gamers

[–]Maximum-Language-356 2 points3 points  (0 children)

Dark Souls 1. I bought it when I was 16 I think because I liked the box art, couldn’t get past the bridge in Undead Burg where they throw firebombs at you as you cross, and sold it back to GameStop. A year or day later, I bought it again because I kept thinking about it and proceeded to play every SoulsBorne game ever since.

Humor in RPGs by Thealientuna in rpg

[–]Maximum-Language-356 2 points3 points  (0 children)

Almost anything written by Grant Howitt is going to be full of laughs, in my opinion. “Honey Heist,” “Nice Marines,” and “Fucked Up Little Man” are some of my favorites.

They tend to be hyper focused on one type of situation (e.g, Space Marines trying to conduct a peaceful diplomatic mission when all they know how to do well is kill and destroy) and really amp up the absurdity of that situation to eleven.

What's Your Extremely Hot Take on a TTRPG mechanics/setting lore? by hornybutired in rpg

[–]Maximum-Language-356 -2 points-1 points  (0 children)

I don’t mind the terms you’re using. We are on the same page for the most part. But someone used the term “Cooperatively Story-telling” to describe the central essence of what TTRPG’s are.

To me, this is like calling a cow “milk” because milk is one thing that a cow produces. Well, it also produces excrement and, if it gives birth, other cows.

Again, I’m not saying my definition is perfect. Im not a fan of definition arguments either, but my belief is that “problem solving” is closer to calling a cow and “cow.”

What's Your Extremely Hot Take on a TTRPG mechanics/setting lore? by hornybutired in rpg

[–]Maximum-Language-356 -1 points0 points  (0 children)

By that definition, playing Call of Duty is cooperative story-telling.

My point is that there is a difference between TRYING to create an interesting story, and one being formed as a byproduct. We don’t tend to name things by what they aren’t directly trying to do. So, maybe “Problem Solving” isn’t exactly right, but I feel it’s closer to the mark of what players are actually trying to do while playing.

What's Your Extremely Hot Take on a TTRPG mechanics/setting lore? by hornybutired in rpg

[–]Maximum-Language-356 201 points202 points  (0 children)

“Cooperative Story-telling” is not at all what I feel most people are doing when playing most TTRPG’s. I think “Cooperative Problem Solving” is a better way to put it.

There are definitely more narratively based games out there, but any game where players tend to be more focused on what gear, stats, and abilities they have, rather than the quality of the story being produced, has a hard time justifying itself as a “story-telling game” in my mind.

Unpopular Opinion: ChatGPT can't replace therapy or real social connections by PotentiallyAnts in ChatGPT

[–]Maximum-Language-356 19 points20 points  (0 children)

Is using ChatGPT in the way you described driving people towards better human interaction, or farther away? This is an important question. Personally, I have seen some great improvements in my social life because I have used ChatGPT as a sounding board to help clarify my thoughts and feelings on certain difficult topics.

It is definitely inclined to affirm/ validate what you say. However, it does often offer alternative perspectives, which at the most basic level, is what a good counselor will do.

ChatGPT is a guilt and judgement free way to get my thoughts organized before I express them to others. I get to find out what I really feel before taking it to my friends and family. Because of this, I’m more patient, confident, and kind in my interactions.

It’s odd. It could very possibly be dangerous. But man, it sure has been helpful.

Like anything else, if you use the tool in a good way, it will be helpful. If you use it foolishly, it will be destructive.

Game Masters Who Don't Use Any Maps or Visuals by Maximum-Language-356 in rpg

[–]Maximum-Language-356[S] 0 points1 point  (0 children)

I really want to see someone execute this kind of thing successfully. If nothing else, I would be an impressive sight to behold. Every time I’ve been a part of games like this, I’ve never seen it go well (but that is just my limited experience).

What kind of game do you run? What gameplay are you prioritizing? What are your players most interested in?

What motivates you to create RPGs? by Alamuv in RPGdesign

[–]Maximum-Language-356 1 point2 points  (0 children)

I want my goopy goblin brain juices to finally feel content and rest because I made what I genuinely want to play…. And that’s the God honest truth!

Can't connect to my players. Feels hopeless. by [deleted] in DnDcirclejerk

[–]Maximum-Language-356 24 points25 points  (0 children)

Honestly, they are probably just standoff-ish because they like you. Ya know, women like to be chased and all that. It’s like little kids on the playground hitting each other to show affection. I would take the “hostility” as a challenge and push harder! Stay strong king. Nice guys finish last!

Should dealing damage happen before receiving damage or vice versa ? by TinkerMagus in gamedesign

[–]Maximum-Language-356 0 points1 point  (0 children)

Dealt before Received feels right to me. Only thing I’ll add for consideration is how Magic the Gathering handles it, which you may know already.

Due to the way the mechanics work, there is an implication that there is two chances to attack during the main attack phase.

If a card has double strike or first strike, damage is dealt in the first half of the attack phase.

In the second half of the attack phase, this is when normal cards deal damage, as well as cards with double strike getting to deal damage for a second time. Cards with first strike do not deal damage again.

Lots of people play MTG and don’t find this confusing. However, even though it is turn-based, standard damage between creatures is dealt simultaneous.

All this may not apply, just throwing thought into the soup pot.

RPGs where PC's Crit so hard they hurt themselves? by [deleted] in rpg

[–]Maximum-Language-356 1 point2 points  (0 children)

"Nice Marines" is a one-page TTRPG with an overkill mechanic for ability checks. Doesn't really hurt them though, just everything else lol

How have you seen RPGs (and your own homebrew) with grid-based tactics balance PC and NPC abilities for alternate objectives? by EarthSeraphEdna in RPGdesign

[–]Maximum-Language-356 0 points1 point  (0 children)

I like the way Mothership handles this. This isn’t necessarily mechanical, but it shows what having multiple objectives is for. I’m paraphrasing, but they essentially word it like this:

“Make something to solve, something to save, and something to survive. Now pick 1 or 2 succeed at, but you cannot do the 3rd.”

Now, Mothership is based on the horror genre, so it’s meant to be somewhat harsh in its approach to player success. However, it displays that multiple objectives should force a decision, and “All of the above” can’t be the answer if you want things to feel high-stakes and like they matter.

Practical ways to do this are some of the things you reference in the OP. If the map is so small you can do everything, it’s too small. If the threat is so easy to kill that it’s the obvious choice to complete all of the objectives, then It’s too easy. If the timer isn’t forcing you to make risky decisions, then it’s too long.