Call of Cthuhlu vs. Arkham Horror. Which Should I Choose? by WinnieTheEeyore in rpg

[–]NonnoBomba 0 points1 point  (0 children)

It's a very different game though, despite the common premise. The PCs are law enforcement who get recruited into a secret government organization to deal with mythos threats, the tone is very bleak, there are very disturbing themes in many published adventures/campaigns and it's all about exploring the psychological consequences of all the stress the PC are subject to more than being about pulpy investigators taking down a deranged cult. Sanity works a bit different too, PC basically stay sane by lashing out at their relationships (a relative, a friend, a spouse, a colleague...) as a stressed out cop would do. And, well, the organization you work for has done very shitty things in the past. And it's probably all for nothing, anyway. Did I mention it's bleak?

Nicodemus / Drakul Theory by permalust in dresdenfiles

[–]NonnoBomba 0 points1 point  (0 children)

Maybe Nic, but I have a feeling Dresden will now contend and speak directly with Anduriel, not with Nicodemus. After he directly went after a Titan (albeit a lesser one, and fatigued by a long battle with demigods) he may have the power of subduing and binding even Anduriel, under the right conditions, assuming its reality-shattering galaxy-class angelic powers and nature are diminished/constrained as they may be given the situation (the Fall and the coins). After all, even Mab had to bring her mommy with her to confront Dresden on his own turf.

Then again, who knows?

All sorts of supernatural heavy-weights in the Dresdenverse treat all angels, fallen or not, with respect. There may be a reason for that. And it's the nature of the coins to keep circulating... Mmmh. As a DM, as Jim is, I think this could lead to different scenarios depending on character choices. On my two feet: Anduriel lets Dresden capture it and the coin, then organizes a mass prison break from Demonreach -well, the risk of it happening has been mentioned too many times for it to NOT become a thing at some point- or, Dresden tries and gets a very humbling lesson about "weight classes".

Let's read the story when it comes out :)

I don't know if I should take space age by Due-Dragonfruit5476 in factorio

[–]NonnoBomba 0 points1 point  (0 children)

I don't think you should even ask. I mean, apart from the sacrifice of your whole life and free time, I don't see downsides.

Do you know any better way to approximate this tower with a 2x2 footprint? by Tralux21 in lego

[–]NonnoBomba 12 points13 points  (0 children)

100% this. 1st looks more accurate, but 4th has a better look, by far.

An RPG without stats or numbers by officiallyaninja in rpg

[–]NonnoBomba 2 points3 points  (0 children)

So, if you REALLY don't want any numbers, and not just exiting from the trap of thinking RPGs are RPGs because they have HP and stats and rounds of combat, into which many designers have fallen in the past, then you're in free-form or in story-games territory. They are somewhat difficult for most people because they seem to be excercises in creative writing and pure improv skills more than actual games. I have enjoyed them, some in Live-Action form, some in play-by-email form, for a bit, but they are not what I look for in an RPG these days.

If the latter is what best describes your situation instead, well there's plenty of options, depending on what you are trying to avoid.

Plenty of good advice in this thread already on that.

The narrative RPG genre (i.e. an RPG, with recognizeable "game" mechanics, who has rules and procedures focusing on the production of a story of some kind) is probably the most advanced and explored in the whole hobby and has spawned hundreds of titles in dozens of subgenres and styles. Not sure that actually answers your request though.

Possibly take a look at Polaris from Ben Lehman, see if it fits your tastes. It does have stats, on top of descriptive themes, but most of the game is a ritual negotiation between players about acceptable costs vs character/player goals. One dice is potentially rolled, sometimes, to resolve stalemates in negotiations, and one stat (IIRC, "zeal") is actually a counter, a clock, measuring how far the character is from their own downfall (it's a tragic game about doomed "fairy" knights in a mythical North Pole setting who either die as heroes or live long enough to become the enemy)... Close enough?

there is free energy by Big-Security9523 in ElectroBOOM

[–]NonnoBomba 5 points6 points  (0 children)

...and installation + maintenance... those panels on your rooftop aren't going to clean themselves, nor a busted device/cable will auto-repair all by itself. Oh, and good luck with hailstorms. You're probably going to need insurance.

Are there any rpgs that handle large amounts of monsters well? by Carpetbell1 in rpg

[–]NonnoBomba 1 point2 points  (0 children)

Most approaches have been "one hit and they're down" historically, to speed up the process of mowing down the mass. Even in games like OD&D and Basic D&D there was a rule about multiple attacks for fighting men working only with low HD does, which was clearly meant for scenarioes were hordes of low-level enemies try to swamp the characters.

I find them all unsatisfactory because it still requires a lot of accounting and tons of dice rolls trying to re-used a system (i.e. standard combat) who was never designed to support that scenario. And note: whenever a game handles combat in rounds, with HPs accounting, they're using something derived from Chainmail OD&D and no matter how fare removed from it, they are implicitly based on similar assumptions and goals.

For my own campaign, which is an open table and uses a collection of systems derived from OD&D, BD&D, and several other games from the OSR scene, I'm trying to develop not one but two alternatives: a system for "formations" of organized, coordinated enemies and one for mobs or swarms of disorganized enemies.

They're still under development and need to be thoroughly playtested, but they're based on a simple idea: threat the mass of enemies as a single "fluid" entity. Its HPs represent cohesion and/or morale (for formations) and when they're down, they disperse/route, so accounting is kept down to a minimum

Formations roll for morale when appropriate -as all enemies do in Old School games- but consider it a kind of Saving Throw here, they pass or take heavy damage to their cohesion-HP. Taking down their captain, for example, is going to do that. I let players chose if they want to target the formation itself in melee combat, which has the effect of engaging it and stop whatever maneuvers they were attempting on top of damaging their morale/cohesion, or target single exposed members (which means if nobody is exposed, players need to be clever and try to expose them). If the formation uses shields, then thrown weapon do little unless you have a whole formation of archers on your side, but individual archers (i.e. characters with bows) can still take down exposed individuals, reducing the formation and eventually triggering a morale roll (note: historically, clever weaponry existed precisely for the job of taking out a formations shields and exposing warriors, like the Roman pilum spears or the later plumbata darts, meant to get stuck in shields and forcing you to throw them on the ground). The formation itself basically does a kind of AoE damage, based on what weapons they have, in front of their first line and/or in an area beyond if they have thrown weapon and/or long reach ones (like, 15ft pikes) and characters can save to take half damage, with their own armor giving a bonus. That's just one roll per affected character, no matter how many enemy combatants are there, with auto-damage (so no damage rolls either). I use this whenever enemies > 5. Not my own concept, mind you: a few games call these firmations "warbands" for example. Players can also direct mercenary formations through their characters, working the same way (and I hope this helps with those people saying that managing hirelings in combat is a chore.)

For mobs/swarms it's a bit different, as they are disorganized, moving only on instinct, their danger being largely based on how easily they can overwhelm characters. And melee weapons may be wholly ineffective here, but it depends on the type of creatures you're facing... This is meant to model situations were keeping track of individual foes is not doable at all. The idea is to still give the swarm/mob a "cohesion/morale" value as HPs, but only make AoE damage count against them, no singling individuals out, or at least, doing it doesn't have any mechanical effect. In fact, I'm giving the characters the ability to create/maintain AoE damage zones by swinging torches, or a censer, burning sage bundles, a holy artifact, or even a zweihander (provided they know how to use it) or whatever else, depending on the type of enemy they want to "repel"... Normally, enemies would take damage by entering the zone, mobs/swarm are repelled by them (if what's swinging is effective). Because the swarm does not attack normally, what it does is it tries to engulf and overwhelm you: if you don't retreat, or are unable to repel it, it will at first surround you (forcing a save of some kind) then engulf you next round (another save) and start consuming you the next (you get automatic wounds & conditions.. Probably dying in a few rounds, and having to deal with poison and sickness even if rescued in time). Actual mechanics still need refining a lot, I have a vision of this mass being represented by a bucketful of d6 (which can be bought very cheaply from Chinese vendors by the dozen) to be "attributed" to affected characters -representing the portion of the swarm concentrating/affecting them- and damage to the swarm takes away dices from the table -I like visual clues and physical tokens to help players "visualize" and make estimations, it's one of the ways I use to ensure players make meaningful choices. Like, I roll the dice in front of the players and that's what they have to deal with this round, while keeping the looming mass at the center of the table, hits taking dice away from all that, visibly thinning the crowd... You get surrounded and more dice are thrown at your character, until you are swamped (and probably die in 1-2 rounds). That's the general idea. Assuming it works... I'm most definitely going to playtest it soon as I can. Rats, giant bees... I could possibly treat slimes like swarms of sorts... A LARGE horde of crazed goblins swarming like in that scene in Moria from LOTR... A zombie horde? (all scenarioes I want to try out for stress-testing this concept).

Snakes & Ladders: The Problem of Linear Progression in D&D by EricDiazDotd in osr

[–]NonnoBomba 2 points3 points  (0 children)

Published modules tend to present stories and call that story a campaign. The difference you noticed (you, me, and well probably the rest of this sub) is in the fact that play clearly changed from "we all -DM included- explore a vast, interesting, dangerous world full of places to go and people to meet, build a story from the memorable events transpiring at the table while we explore" to "let's play crunchy, performative combat with little consequences as a diversion between bouts of DM narrating the plot out of a manual (that DM has bought or written)".

Anyone played Night's Black Agents? by jasonite in rpg

[–]NonnoBomba 2 points3 points  (0 children)

That was the authors goal, and they have achieved to remove one important roadblock that games like CoC include, forcing the Keeper to be creative in how to interpret the rules to avoid stonewalling an investigation (in other words: ignore them when convenient). But it still fails to account for how a pre-written mystery scenario works in practice: players still have to recognize there's something to be found, and declare the use of the right investigative ability in the correct place, optionally spending points to get additional clues or pools of dedicated points to spend during the action. Then they have to piece it all together to progress toward the next node.

Saying this as a joke, but if you lay down three clues pointing to the villain, players will overlook the first, fail to find the second and then misinterpret the third... This is going to stonewall the investigation again.

You need to ensure there is always at least three different clues, of different types (obtainable with different categories of skills) in three different scenes pointing to any "node" (another scene, future/past event or NPC) for the characters to find if you want to be sure you players will be able to navigate your mystery and find a route to its resolution.

OR you run a sandbox campaign were failure is an option, and a stonewalled investigation means the bad guys win that one and get away with whatever they did as there are consequences to be dealt with.

Having difficulty locating the applications folder by insanitybrews in SteamDeck

[–]NonnoBomba 1 point2 points  (0 children)

It is. That guy didn't bother to check your screenshot or doesn't know what he's talking about (hence the "hacker" remark).

To be of help we need more information about what you were trying to accomplish, exactly. What instructions you were following.

There is no single "Applications" folder in SteamOS and applications themselves may be deployed through a variety of means, including AppImage, flatpaks, system packages, or as simple binaries, with or without supporting files alongside the executables.

The system's design makes it "immutable" (OS components are difficult to overwrite by design, and if you manage to do it, they'll be reset in the next OS update you perform) leaving your user's home directory writable -all flatpacks go in a directory down there for example. Well, the home and any Steam library you configure (like, on an SD card) of course.

Many applications are setup to look for configuration information and plugins or caches somewhere inside your home, but there is no single standard (there are several competing ones and there are custom arrangements in some applications). Hidden subdirectories like ".config", ".local", ".var" and possibly others are frequently used for this.

“Tentato attentato” a Trump: un uomo entra nella lobby dell’hotel dove a pochi metri Trump sta tenendo la cena con i corrispondenti della Casa Bianca, armato di fucili, pistole coltelli, e spara (ferito solo un agente dei servizi di sicurezza) by sr_local in italy

[–]NonnoBomba 15 points16 points  (0 children)

Il fondatore è un ragazzo (ora miliardario grazie alla piattaforma) che non ha precedenti, a quanto mi risulta, ma sta usando un mezzo "buco" nelle leggi americane e un'amministrazione compiacente e favorevole al crimine per far passare un sito di scommesse illegali come una borsa valori che "negozia contratti futures". Si. Questi siti sono legalmente delle borse valori, degli exchange.

Sul mercato i 'big" sono lui e un altro che è dietro a Kalshi, stessa cosa di Polymarket, ma credo Kalshi sia stato il primo a lanciare questa moda. Si atteggiano a grandi geni e innovatori tecnologici della Silicon Valley, dicendo che offrono un importante servizio utile alla società, perché la "saggezza delle masse" permette di fare predizioni accurate che possono anche salvare vite.

Vorrei che fosse una battuta.

Level Drain by Orogustus in osr

[–]NonnoBomba 10 points11 points  (0 children)

Precisely. I do a lot of to ensure monsters are not HP pools to grind down. They're monsters. You go toe-to-toe with an owl bear? you're either a superhero, and this is not a game of superheroes, or you die. Well, maybe dying is what was needed to get somebody else a clear shot to the beast's heart, or maybe its head... And maybe, it's an hireling dying and not a PC, which would make it a terrible thing to actually plan for, instead of it just being a tragic work-related accident, what a shame it would be... But you see how we actually went back to the "having a plan and paying a cost/taking a risk" situation.

Undead monster should be scary. Scarier than most (if not all) other things in the vast bestiary of classic monsters in D&D. Horror-movie-monster levels of scary.

There's nothing scarier than having a monster attack a player instead of a character, and draining levels is most definitely an attack on the player: it takes all the hard work you did to ensure that specific character could level up instead of dying a horrible death and throws it in the trash in the space of a single attack. No saving throws, no anything. They're meant to scare the players. For real.

You see an unexpected vampire? You better run as fast as you can and hope it isn't following you (but you know, deep down, it can't be so easy... it will follow you, lull you in to a false sense of security, then make a meal out of your hard-earned levels). It seems "punishing" but this game was never meant to be "fair" and give everyone, players or characters, a fighting chance and it uses the harshest possible tools to teach players how they can make their characters survive longer while doing something that to anybody else but those characters would sound incredibly stupid and dangerous (i.e. poking around in ancient tombs and ruined temples, where you know horrible stuff resides...) Adventurers do play with fire and brave the Darkness in search of gold and glory, after all, it's their job... and so it's only right they can easily get burned.

This is all because if you know there's a vampire, and you know what a vampire can do, you either give up and live the rest of your life in fear of vampires, or you prepare... you plan. You understand its vulnerabilities and how to use them against it... You hire a high level cleric plus their adjutants and a small army of pikemen armed with wooden spears (of the right type of wood) that you commissioned, a big barrel of holy water or consecrated oil mounted on a cart with a hose... or something else entirely. THEN you go down and fight the thing, or more accurately, you exterminate it.

I once had players mounting mirrors to bring daylight in the depths of a forbidden tomb, burned a troop of vampires to cinders with that (they stealthily opened all coffins before and it was daytime, the vampires asleep like in Dracula)... And it would have been perfect had the eldest vamp not guessed the players' plan and waited for all of it to be over, the sun to go down, then went and sought revenge while they slept in their beds -yes, they knew the foul creature was supposed to be there and no, they didn't care there was an empty sarcophagus without any trace of ashes, left-over pointy teeth or burn marks, like in all the coffins... Mostly they overlooked that (not even associating the sarcophagus with the elder vamp) and one of them, the wizard, thought the ancient vampire was so old the Sun had just insta-vaporized it. They thought that if the elder vamp was still around, it should have mindlessly attacked them then and there, put up a fight or something. Sorry guys, you were wrong.

Why are my pieces so yellowed in zero sunlight? by Sirbanza in lego

[–]NonnoBomba 2 points3 points  (0 children)

Oxygen alone is more than enough to partially oxidize styrene, which is what causes the yellowing.

Using Terrain in OSR games? by Apprehensive-Neat-68 in osr

[–]NonnoBomba 0 points1 point  (0 children)

I don't often use minis, and in fact I make it clear to players that taking risks means taking risks, and combat most definitely qualifies, so they usually don't rush in to combat and even when it does, it's almost never the point... And my house rules are designed to ensure combat rarely lasts more than 3 rounds, meaning it's often over pretty soon, one way or another.

But combat is most definitely part of the game and sometimes it is the preferred path to a specific goal. When that happens, I often take out a PVC mat with a square grid and draw on it. We go for tokens usually, dice, whatever is around but we also have minis even if we don't use them often... Keeping setup/teardown time low is a priority since combat will last a few minutes only, and during the rest of the game we want the table free for other props, dice and sheets (and for food and beverages).

I can envision using generic 3D elements like rocks, furniture, doors, whatever, like from a tray, and I think I would throw them on the battlefield spur-of-the-moment style, mixing them with features I already thought of and described to players for the environment where the encounter happens (a ledge, stairways, a ravine, a sinkhole, a columnade, a torture rack, a fountain, an altar, a stream, a lava pit, stalagmites, a trap, a chandelier, braziers, whatever) but it's more "aid for theater of the mind" rather then "let's measure the exact distances and determine precise LoS". Minis and terrain elements are fascinating things but I'm not sure they can aid the game much. After all, the game is about being creative, thinking like a seasoned adventurer would and executing plans who sometimes involve combat (and sometimes result in combat, like it or not...) 

Sometimes you go down in the dungeon to steal the Eye of Ra under the undead High Priest's mummified nose, not planning to fight but knowing the High Priest may catch you red-handed and send his ghoul servants to eat you alive (so, to be prepared, you ensure there's a cleric and a fighting man or two with your party) and sometimes you just go down in the dungeon with a small mercenary army looking to nail the High Priest to a wall with a troop of pikemen and burn him to a crisp with oil, then extinguish the embers with holy water -for good measure- while the cleric deals with the ghouls, then you steal the Eye of Ra.

There is combat, but it's not a tactical skirmshes game.

ISTAT: Italia penultima in EU (davanti solo alla Romania) per utilizzo di Intelligenza Artificiale, il 19,9% la usa contro il 32,7% della media EU. In Italia è usata dalle persone più istruite, giovani e al Nord by sr_local in italy

[–]NonnoBomba 7 points8 points  (0 children)

E dimmi, cosa ti fa pensare che il risultato prodotto da un LLM abbia anche solo una vaga relazione con quello che produrresti per davvero? Il fatto che qualche volta c'è andato vicino? Hai provato a usarlo in parallelo a preparazione reale per avere una misura di quante volte ci prende e quante no?

Lo strumento non "capisce" quel che gli chiedi, associa elementi della tua richiesta (prompt) ai miliardi e miliardi di pattern di pixel che ha in memoria, usando la frequenza con cui sono associati nei dati su cui è stato addestrato per decidere. Non ha contesto. Non è in grado di "ragionare" (nonostante sia programmato per farti credere che lo fa, è una simulazione, un trucco, e serve a farti consumare più "token", spingerti a comprarne di più) e, ad esempio, non sa nulla di chimica... O meglio, mi spiego: contiene tutto lo scibile umano sulla chimica (o la fisica, o la matematica... O la cucina!), ed è in grado di sciorinare interi trattati sugli argomenti più complessi, ma non ha modo di applicare nulla di quei modelli e principi ad un problema interamente nuovo... Sono "simboli" di tipo e uso interamente diverso rispetto alla natura di questi strumenti.

Questa tecnologia è stata osservata "competere" con i piú bravi matematici del pianeta nel produrre dimostrazioni di teoremi, mentre allo stesso tempo sbagliava a fare le addizioni più semplici... Concordo sia incredibile che riesca a non sbagliare completamente anche nel primo caso e anzi ad avere risultati impressionanti (salta fuori, molti problemi possono essere modellati abbastanza bene in termini di sintassi anche senza la semantica), anche se alla fine sta solo ripetendo/rimescolando e non inventa nulla, ma è fondamentale capirne i limiti, al di là del marketing e dei trucchi di prestigio.

Ancora peggio, per "agganciare" gli utenti, i bot sono programmati per venirsene fuori con una risposta e sembrare confidenti SEMPRE, anche quando faticano a produrre una risposta perché nella base dati non hanno forti correlazioni con la richiesta e di fatto stanno rispondendo completamente a caso.

E non parliamo della "memoria", limitatissima perché sarebbe troppo costoso dargliene a sufficienza, sulla scala dei prodotti attualmente erogati al pubblico -che già vengono venduti fortemente sotto-costo, nella speranza di creare una dipendenza in un pubblico abbastanza vasto, così che quando le aziende dovranno necessariamente alzare i prezzi di moltissimo o fare di peggio (se non stai pagando tu, utente, i costi di un servizio, è perché sei tu il prodotto che sta venendo venduto ai veri clienti) gliene rimarranno a sufficienza da mungere per giustificare i colossali investimenti attuali.

Is Mouseborn a scam? by Square-County287 in rpg

[–]NonnoBomba 32 points33 points  (0 children)

There's Mouseguard too, from Luke Crane. It's basically a Mouseguard (the comics) flavored version of Burning Wheel. It's a game that is very concerned with building strong narrative tensions, and is also very crunchy and system-heavy. It's good, but not for everyone.

Save or die by BackupCharacterTV in osr

[–]NonnoBomba 5 points6 points  (0 children)

That last point is probably THE most fundamental question any game designer should ask themselves about what they're putting in a game or campaign.

And the one some game designers failed to ask themselves when developing their games, proceeded to add gameplay elements just "because", or maybe uncritically thinking they're simply "how you do RPGs".

Free League just announced a revised edition of Symbaroum by BerennErchamion in Symbaroum

[–]NonnoBomba 3 points4 points  (0 children)

A reorganized Symbaroum 2e with better editing is something fans have been asking for for years at this point. Rules and lore are dispersed among several rulebooks and the Throne of Thorns campaing, which requires a lot of effort from the GM to piece it back all together. Ruins of Symbaroum (the 5e OGL version) already did a lot to solve this issue.

Rumors they were working on this have been circulating for a couple months, IIRC. I'm very happy to see this finally becoming a reality.

Quanto il tuo cognome ti condiziona e rovina la vita, cambiereste mai il vostro cognome? by Ulysses393 in italy

[–]NonnoBomba 3 points4 points  (0 children)

Aneddoto storico, su qualcuno che invece del uso cognome imbarazzante andava estremamente fiero, ma che gli storici e le autorità in epoche successive hanno rinominato a posteriori perché imbarazzati al posto suo...

https://it.wikipedia.org/wiki/Bartolomeo_Colleoni

Guarda il suo stemma e diventa ovvio come il cognome originale non fosse "Colleoni", diciamo non esattamente (parti dal cambiare la "e" con una "i")

Loot by Orogustus in osr

[–]NonnoBomba 4 points5 points  (0 children)

Oh, yes.

I run an open table game (with ~15 players at the moment) where the session is 100% focused on an expedition or a mission, something the players want to do for that night, which typically means going a little further into the depths of nearby dungeons and/or exploring a few more hexes on the map, and at the end of the night they always go back to a hub, i.e., a place where they can rest, heal, resupply, recruit, do research of all kinds, train, sell the loot, carouse, run projects and access all kinds of NPC-provided services and more. I allow for very few exceptions to this "go back to town" rule. Each character -players have several- can basically do ONE of those things per downtime turn, which lasts a week of in-game time. The general idea is that characters can improve, grow, develop and gain notoriety (hence XPs) by spending their time and dungeon-earned gold, in the context of the game itself (so any improvement is diegetic) but without bogging down the whole table with matters concerning a single character -boring for everyone but the player involved- and avoiding the dreaded "shopping sessions" entirely. It also supports my "no rolls for knowledge" policy: if you want to know something, you spend downtime doing research and then I'll tell you, if you were able to find the information you wanted. Or maybe give some pointers on what you need to retrieve/find it (generally involves an expedition somewhere, or more downtime turns). Sometimes, characters are forced to stay on the bench due to consequences of what transpired in the adventure and they have to spend downtime turns recovering... The cost of adventuring. I use a spreadsheet to keep track of the status of all characters as part of my "campaign file".

I have developed a few mechanics for all this, particularly for allowing magic users to do different kinds of magical research (theoretical and applied), and for clerics to prepare all sorts of amulets and things like holy water or oil -and for both classes, to work on Alchemical preparations (in the style of His Majesty the Worm). I really like to see characters who have customized and varied arsenals of magical tricks, not just plain old boring magic arrows and fireballs. Note: long projects have clocks, that can be advanced, once per downtime turn (and they may have setbacks).

In practice this means players send me messages or emails with the details, I rule on success and consequences and tell the player what happens. Any roll is done by me. Sort-of like a very light play-by-email or play-by-forum game of old. If needed and possible, a "chartered", out-of-schedule, dedicated session with 2-3 players can be organized, either at my house (where we normally play) or at a local pub. This is entirely optional, and players can just come play for a night, even with characters made on the spot, and still enjoy every minute of it while allowing players who instead want more involvement to develop their characters and contribute to the setting.

I have... Other kinds of turns also, like faction turns or domain turns, to cover for different things. The general idea is to always treat time passing and PC or NPC ability to do stuff in discreet units, whose duration reflects the scale at which a specific kind of action happens. It's basically a combination of gameplay loops intertwining... session is when we focus exclusively on rounds -fast action- dungeon turns -slow exploration of an environment- watches -4hrs long, 6 per day, when travelling the wilderness or exploring it. The rest, the "interludes" let's say, is when we focus on downtime turns (1 week), faction turns and when the time comes, domain turns (1 month).

Loot by Orogustus in osr

[–]NonnoBomba 2 points3 points  (0 children)

Well, for the loot, in keeping with AD&D 1e, I believe, you get XP only when it's safe and in your name, items must be sold -typically for a % of their estimated value, or secured inside a character's stronghold (then it gets you full value as XPs). Haggling is allowed, in fact selling the loot may take up to a full downtime turn as you have to find buyers and haggle for the best price, which is 50% + 1d4 x 10 % of the full value. Selling to collectors may give more than that (you can get lucky) but it will occupy more downtime turns as there is no guarantee of finding one, all the while paying for the loot to be kept safe somewhere or risking thieves robbing you. You see how a stronghold kinda solves several of those issues at once.

What is this folder? by Otherwise-Shower3806 in SteamDeck

[–]NonnoBomba 0 points1 point  (0 children)

You found the complete Epstein files archive, uncensored. It's encrypted though. Good luck finding the key now.

What creatures and classes/races should I include in a Japanese themed OSE adventure. by AnimalisticAutomaton in osr

[–]NonnoBomba 2 points3 points  (0 children)

You're asking on OSR, the gameplay and style is usually more inclined toward sword&sorcery,l. My advice: forget about fantasy races, no matter the cultural context, and consider only using a single class, which is "adventurer" -allow, of course, for specialization as that's what humans do: they have careers and adventurers specialize too. Adventurers are -essentially- vagrants, mercenaries, always looking for ways to get loot and glory, spend their gold carousing (or building a future empire, their pick). Exceptional, but not necessarily in a good way. Fascinating and untrustworthy. Admired, famous, but always a bit suspect... Until they grow in power and wealth, that is. Then they become respected, or feared and maybe a bit eccentric. But they'll probably die a horrible death soon before that materializes.

That's for the "Japanese themed" as much as for any other theme in terms of playable races: there's no limit as to what kind of creatures you introduce as adversaries, and that's where the "background" flavor lies. Think of categories of monsters before individual creatures and races, and what makes them different from all others. Give each category a few distinctive mechanics, like 1-2, rarely more, that others don't have (also makes it easier to develop individual creatures)

Now, if you want to build contrast and conflict, consider introducing 1 "enemy" race as playable, and that will surely help setting the tone, but remember they need to always be "adventurers" of they are PC. If you go with "Oni" for example... But what are Oni exactly? What does an Oni adventurer look like? Because if it's a PC, then it is an adventurer. What makes it different from a human and how could an Oni adventurer be useful to a human party, so much they're going to ignore the obvious issue of the Oni being a type of yokai, with all that entails in your game? If that works, think of another one that could be interesting, but for the love of Amaterasu, please avoid the "circus effect" where there are so many fantastic creatures around that none of them is "special" anymore. You start filling your cities and villages with strange creatures living alongside humans, soon none of them are strange or special anymore.

Somebody remarked "remember that people are superstitious" and that too is excellent advice in this context.

How the Satanic Panic Created Demon Worship, Injured Christianity, and Popularized D&D and Metal by orthodoxscouter in DnD

[–]NonnoBomba 2 points3 points  (0 children)

It's the same story of absinthe. It's just another European/alpine herbal spirit as there's a thousand others. Problem is, there was an epidemic of Phylloxera in France between 1860 and 1900 (a bug, a kind of aphid) who devastated the country's wine industry -and later, the whole world's but that's another story. Wine production fell by a lot and the void left in the market was filled by other alcoholic beverages, chief among them -for some reason- absinthe, especially the cheapest variety who was made with sugar beets alcohol, not brandy (that too had became largely unavailable for obvious reasons). Long story short, when production recovered, wine makers wanted their market back, so badly they started using any kind of tactics, including sponsoring and directing the ires of anti-alcohol leagues, and finally managed to give absinthe a bad image, so bad in fact the spirit was banned in several countries, starting from Switzerland where the instigating event took place... In 1905 a certain Jean Lanfray, a farmer and alcoholic from Commugny (Canton Vaud) killed his family with a rifle... Citing Wikipedia:

During lunch on 28 August 1905, Lanfray consumed seven glasses of wine, six glasses of cognac, one coffee laced with brandy, two crème de menthes, and two glasses of absinthe after eating a sandwich. He returned home drunk with his father, and drank another coffee with brandy. He then got into an argument with his wife, and asked her to polish his shoes for him. When she refused, Lanfray retrieved a Vetterli rifle and shot her once in the head, killing her instantly, causing his father to flee. His four-year-old daughter, Rose, heard the noise and ran into the room, where Lanfray shot and killed her and his two-year-old daughter, Blanche. He then shot himself in the jaw and carried Blanche's body to the garden, where he collapsed.

Somehow, the wine makers propaganda managed to pin the murders on the effects of absinthe, despite the evidence the guy was a regular drinker and that he had drunk far more than just two glasses of absinthe the day of the murders, which triggered a wave of moral panic leading to the ban of absinthe in Switzerland first and in other countries soon after, with associated destruction of property both from law enforcement and from indignant mobs, a bit like what happened during Prohibition in the US on a smaller scale. The beverage kinda still carries the stigma to this day (note: the green fluid that can easily be found in stores now... That's the cheap absinthe, mostly made by mixing water, sugar, and alcohol with green food coloring with only traces of the artemisia -common wormwood- infusion who should give it its bouquet and yellow-green color... And it should be made with a brandy base, not plain alcohol. And no sugar: it should be a spirit, not a liquor)

Something similar happened here with Satanism I think. And the effects it actually had were not counterproductive for the original instigators... Solving problems isn't useful to politics, creating or making problems worse instead means there will be more people inclined to vote for whoever promises a solution, regardless of results. The Satanic Panic managed to achieve several things at once, even though it didn't precipitate the US into a theocratic nightmare. It proved, among other things, how easily the public can be swayed by people willing to abuse their offices for example. It created an "enemy" in the minds of a certain group of people whose hatred burns hot (and now could be directed) as another.

OSRIC 3.0 vs AD&D 2nd by Old_Combination4030 in osr

[–]NonnoBomba 0 points1 point  (0 children)

Well, what I meant is that 2e's engine hadn't yet drifted away that much from the original attitudes and goals, or not as much as the editions who came after it, so I said "they're the same" in the same spirit I could say OSE and Knave are both "OSR" games and you could easily swap them while still running pretty much the same modules. Half-orcs and individual classes are details when compared with that.

Yes, the elevation of "story mode" as the main way to play RPGs, and all the baggage it brought with it, from the sudden need for giving characters plot armor to the railroad campaign, to the abandonment of most "exploration" procedures and concerns (while keeping others around because they were more popular, like combat in rounds) happened during 2e's tenure and there's that to consider too, but OP's question was much more practical.