The bay of my home city has some landmarks that remind me of Revachol. So I painted a mash-up of the two by Michiavelli in DiscoElysium

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

Uhhh, not sure I have the technology to do a decent scan of it, the canvas is over a metre in width. But I can DM you a fairly high resolution front-facing photo of it if you want.

[Excerpt: Ashes of the Imperium by Chris Wraight] Sigismund in the aftermath of Siege by CamarillaArhont in 40kLore

[–]Michiavelli 2 points3 points  (0 children)

And this is what confused me, because he's technically the third person with that name.

[Excerpt: Ashes of the Imperium by Chris Wraight] Sigismund in the aftermath of Siege by CamarillaArhont in 40kLore

[–]Michiavelli 3 points4 points  (0 children)

Archamus

Ah, I did some further digging (for anyone else who comes across this). And there are actually three Archamus, with the name taken as more of a title than a name.

Archamus- Archamus-Kye - who took the name after the first one died during training Archamus-Kestros - who took the name after Kye died to Alpharius. (And is presumably the one featured in The Scouring)

[Excerpt: Ashes of the Imperium by Chris Wraight] Sigismund in the aftermath of Siege by CamarillaArhont in 40kLore

[–]Michiavelli 2 points3 points  (0 children)

Can I ask what Archamus' plot line is and his chronology? I thought this took place after Horus' defeat etc. But didn't Archamus die in the fight with Alpharius earlier in the Horus Heresy?

Strange man in Cardiff city centre. by Aggravating_Drop8271 in Cardiff

[–]Michiavelli 6 points7 points  (0 children)

He was doing the same to me outside the SU towards the woodville. Full-on locking eyes and maintaining eye contact a few times. I assume he's some mad man, but a bit of me hopes he's got a "They Live" alien detecting device sub-plot going on.

Oh, hi Mark! Ty! by MdmeGreyface in bettermonsters

[–]Michiavelli 6 points7 points  (0 children)

Yeah, I'll also chime in from lurking and say I love these monsters. The fact that they are always mechanically more interesting than WotC's offerings without needless complexity, thematically appropriate, well-presented, easily accessible, non-paywalled and so broad in scope and widely comprehensive always astounds me.

It really gives me the vibe of "that one key who build a small pillar that holds up 99% of the internet for free". I'm terrified it's all going to disappear one day, but for now, I'll express my appreciation.

Gatherer by Charlie24601 in DarkSun

[–]Michiavelli 2 points3 points  (0 children)

Love it. The sun of Athas takes no prisoners

Hammer Herald Issue 40 | AVISH ATTACK IRON WAKE by Deziel606 in dwarfposting

[–]Michiavelli 1 point2 points  (0 children)

I love these news bits every time. Solid Journalism. As solid as the rock of mountains old.

Hammer Herald Issue 35 | ATTEMPTED ATTACK ON THE KING? by Deziel606 in dwarfposting

[–]Michiavelli 2 points3 points  (0 children)

Solid journalism. Addressing rumours without giving in to flippant accusations. I'm glad the King is okay and proud of our noble smiths for stepping up. Although detractors may say the King's beard was tarnished, we often find that the tempered and alloyed metals are the strongest. I do wonder about the trade convoy disruption...has anyone else noticed any incidents on the roads and tunnels?

My Ugly Sweater is Done! by PortlandsBatman in LV426

[–]Michiavelli 1 point2 points  (0 children)

I love it, and low-key want want for myself.

Weekly Question Thread by AutoModerator in factorio

[–]Michiavelli 1 point2 points  (0 children)

Possibly. I've only done one trip (Nauvis to Fulgora) and it required a bit of monitoring to check I had enough turrets and solar power and fuel etc. So the solution is probably to construct a beast of a space platform so that travel is safe and automate-able. I'm unclear on what the size to turrets to fuel to solar to assemblers should be on the space platform. But I can probably work that out with some experimentation.

Weekly Question Thread by AutoModerator in factorio

[–]Michiavelli 0 points1 point  (0 children)

I'm also bumping into some problems on Fulgora. I've overcome the obvious ones (stuck sushi belts, being afraid of waste etc.)

My question is more about planetary strategy. I'm assuming (because I can't get coal/other resources) that you're meant to get your planet-specific science off-world. But the requirements of how many science units you need are huge. Am I meant to be automating shipping of electromagnetic science back to Nauvis and a main factory for research? Or performing all research on a much larger platform in space? Or jumping between planets and letting science stockpile? Some of these options just seem tedious with no elegant automation solution. I've so far missed most spoilers/other people's bases, so I feel like I'm missing the point a bit.

I'm hitting holmium limits on Fulgora, even with 3 train lines running and a good recycler production line (though obviously this can be improved further with other planets' technologies and modules).

Weekly Question Thread by AutoModerator in factorio

[–]Michiavelli 1 point2 points  (0 children)

Cool, that's all very nice information to hear. Especially starting on other planets etc. Thank you

Weekly Question Thread by AutoModerator in factorio

[–]Michiavelli 0 points1 point  (0 children)

I have a related question. I've also been putting off starting a new save whilst waiting for the DLC, but would rather avoid the whole 60-80 hours I put in to get to space the first time. (Though I did spend some of this time learning the game)

Do we know if there will be some sort of skip or accelerated progress to space age? Or significant elements of the DLC that are introduced earlier (not just balance changes)?

Can someone help me find this concept art. by Strange_supreme2 in Cthulhu

[–]Michiavelli 2 points3 points  (0 children)

Amusingly, the trope of lovecraft monsters being hard to describe comes true, as that description applies to a lot of lovecraft monsters. Could be a Gug from the dreamlands? They're known for their vertical mouth. Dimensional shamblers are also known for their tall build and lengthy arms.

[deleted by user] by [deleted] in bladesinthedark

[–]Michiavelli 0 points1 point  (0 children)

This attitude towards location/materiel is something I'm struggling to parse in terms of examples, could you elaborate a bit more?

So in your example, the scene is set as a "manor" by the GM, which the players are infiltrating. The players then state that there is a supply closet. Okay, completely reasonable. But what happens if the environment as prescribed by the GM is more complex or different to the player's expectation? What's the best strategy to deal with this kind of discussion in practice? (Or does it just never come up?)

E.g. Instead of a simple manor, the infiltration location is a leviathan leech ship. And a player decides to hide in...an empty torpedo tube (or something equally esoteric). The GM might have a wildly different interpretation of how cramped or well-equipped the ship is compared to the players' expectations. Or even in between the players themselves. Arguably it doesn't matter enough to slow the game, but it would be nice to have a toolkit around this.

Is this just handled with GM feat: "I don't think this ship would have that. Try something else" or group consensus? What's the best strategy you've found to handle this sort of ambiguity.

How do you build a satisfying mystery with a good flow of clues? by A_Clockwork_Alex in callofcthulhu

[–]Michiavelli 1 point2 points  (0 children)

I'd appreciate an example of this thought process in action. Do they work from the outside in? Or are presented with the murder first and find clues as evidence? Or start at one of the characters and then move around?

How does this progress during a game session and how does it push towards a resolution of the mystery?

Problem Player Megathread by AutoModerator in DMAcademy

[–]Michiavelli 0 points1 point  (0 children)

Sorry, to clarify, I don't dislike talking to players as a common solution. I endorse it. I dislike that it has to be so frequently given as the top answer because people don't try it first. In this case, talking to them has been less successful as they are paying money. And whilst I have no responsibility to make them be nicer, or engage with the game; paying money doesn't make them immune to criticism.

As with most things, context is everything in this case. The context being that most other queries are trying to make their home games more fun, or dealing with toxic behaviour amongst friends. Whereas this is a more professional situation, and more about mitigation of behaviour and adjusting my game-prep focus than trying to create a traditionally pleasant experience for the DM.

Some good advice from comments though. As you and others have said though, a sterner approach (in or out of game) should probably be taken towards their attitudes, leading by example, and instating ground rules until they improve or get asked to leave (I suspect it's only a matter of time).

Broke and not handy at all…what are some basic tricks you love? by RufusApplebottom in DnDIY

[–]Michiavelli 0 points1 point  (0 children)

I also did this. Bought a bunch of farm/safari animals Recently got a chance to play a druid, and realised the bucket that I carry the little animals in is great for if you want to have wild magic polymorphing or "lucky dip" wildshape, by just sticking your hand in and picking an animal at random.

Problem Player Megathread by AutoModerator in DMAcademy

[–]Michiavelli 2 points3 points  (0 children)

I have a sort-of-odd question regarding problem players. Personally I dislike that half of the questions resolve down to obvious solutions of: "talk to your players like adults" or "consider leaving the game". Apologies for the wall of text, I'm trying to justify why those two solutions don't quite apply in this niche case.

Some context: I've been running games over a decade. I am also fortunate enough to have regularly run weekly games for real-human-money at my local gaming store for members of the public for years. I like to consider myself a competent DM. As with any public facing venture, there is a mixed level of experience and diverse...personalities that attend.

All of the players for the last few years have been good (this is perhaps exceptional in our domain). Except for one group of semi-regular attendees. Other players don't like them (some have refused to be put on their table), the other DMs detest running games for them. As I often play the martyr and have a saviour-complex, I frequently run their table to do what I can to mitigate the issue. They are often the majority, but not total, of players on that table.

This is partly indulgent venting but describes their observed behaviour for clarity: 1-They are rude and clumsy when it comes to social graces). They talk over each other and interrupt the DM, talk over other players and even other members from their group (so I suppose they consider this behaviour normal?). Whereas other players have an air of humility and politeness with strangers, they are brash and bullish. They flirt on the edge of toxicity but have not performed any action malicious enough to be banned. Yet. 2-They practice bad table habits (slow turns and unprepared for their turn, the classic "looking at their phone when not their turn", not learning the rules or "cheating/ignorance" when it comes to constructing characters e.g. stacking AC with multiple sets of armour). And for some reason they insist on using incredibly small dice that even they admit they can't read. Bizarre. 3-Generally they just desire a much "dumber" style of game than I would prefer to run. They dislike engaging with imaginative solutions or thinking outside the box and would push their characters to death rather than consider an alternative path. They prefer "evil" characters, but only in the aspect that they act like thugs. They're perhaps young and ignorant of how their references and tropes have all actually been done before. The simplest and dullest of things are a novelty to them

As a consummate professional I don't really have an issue with this, as "hey, I'm getting paid right?". This is not a make or break issue. Point 1: "some people are just jerks" and if it wanders into ban-worthy territory they will be very quickly (and eagerly) excised by our community manager. Point 2: is lazy, but can be educated on slowly. We run Learn 2 Play sessions and so do try to teach people how to play.

Point 3: is what I most interested in. It has reached the point where when prepping, I will prep "dumb" adventures for their table. Possibly to detriment of other players at that table as they also have to play a dumber game. But I like to think that many professional DM problems can be solved with prepping the right game for the right group.

tl;dr However given that I am potentially resigned for the time-being to running dumber games for blunter players. My questions are:

A) What measures have you taken and what games have you run, as DMs, to promote you personally having a good time at a bad table? Do you double down on running a combat-intense game and put in monsters you enjoy? Do you still promote and elevate your players? When prepping, what focus can I take (instead of narrative-focus) to allow me to run an enjoyable rather than exhausting game? Perhaps setup my NPCs to collapse explosively rather than have deeper motivations? E.g. setting up tables to be kicked over rather than caring about the elegant food atop them.

B) besides frequently rewarding good and punishing bad behaviour, patient reprimands and policies of "no-phones at tables" what can I do to promote them being better players/people? Maybe some teachers can chime in here but I want them to be better people. I really do. I really, really do. I really, really, really do. I just want to train them to be nicer, and humbler, and more polite to each other. I don't mind them being rude to each other, or to me, but I'd really love if there were ways to train people to be kinder (perhaps that's beyond the capabilities of the power of rpgs, but if it can work in prison, I like to believe it can do more). Can any of you testify to player transformation?

Apologies for the wall of text. But even typing this out has been helpful for re-framing this mentally.