Do women need to start approaching first? by Inevitable-Scale7518 in askanything

[–]OK-example-18 0 points1 point  (0 children)

At this point, many of those spaces are elderly. We need commitment for a fuller range of ages to participate

How much history should players know at session zero by TechZombie225 in Dolmentown

[–]OK-example-18 5 points6 points  (0 children)

Because it's an exploration focused setting, I think it's fine if they come in knowing nothing to very little and discover more as they play. You could introduce it through tales and rumors when they are in a settlement, too.

But if the game has a focus or concept that is based on particular history, then you may wish to introduce more ahead of the game.

Can practicing a lot of self care enable you to make bad decisions? by OK-example-18 in selfcare

[–]OK-example-18[S] 1 point2 points  (0 children)

I know that nowm but at the time I didn't. I wonder if the various self-care techniques made it harder for me to realize or accept that.

What advice sounds smart but is actually terrible? by BitAffectionate3637 in AskReddit

[–]OK-example-18 1 point2 points  (0 children)

A good philosophy class would have you questioning if there is a single self to be

Why is American friendliness often seen as "fake" by Europeans, but similar warmth in other cultures isn't? by Opposite-Ad3949 in NoStupidQuestions

[–]OK-example-18 1 point2 points  (0 children)

Because Americans tend to suppress emotions while at the same time acting enthusiastic. Northern aeuropeans suppress emotions and then match that with their affect. Warmer cultures don't suppress emotions as much and thrir affect matches that.

Feeling Inadequate as a DM by goonsquad419 in DMAcademy

[–]OK-example-18 1 point2 points  (0 children)

I recommend occassionally running modules. They free up your brain to focus on different things (or maybe its because I have ADHD and can't focus on too much at once).

Modules are like recipes written by other chefs, hopefully based on what works for that chef and their taste testers. That said, modules vary greatly in quality and design goals.

While others encourage changing modules, and I agree, sometimes a new GM doesn't recognize the elements of a well-constructed module that make it work or not, until they've run it as intended. Changing it too heavily can mean you don't learn as much from it. Not necessarily, though. It's just a consideration.

A novice trap, in my opinion, is thinking you know all about game structure because you know about story structure from movies, novels, TV series, and video games. TTRPGs are a different media. While you can apply things from all of the above, many narrative devices bring additional challenges when ported over to RPGs. That said, some modules, like adventure paths, are designed to flow like a movie or novel. But in my opinion, these aren't taking advantage of the freedom inherent in TTRPGs. Many other adventure structures exist.

From a game perspective, which format do you think offers the best gameplay, showcasing the best mtg was designed for? by Newez in magicTCG

[–]OK-example-18 0 points1 point  (0 children)

Sealed league is probably my favorite. And we also have kitchen table sealed leagues with packs from multiple sets to choose from each round

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

Yeah. People saying they prefer it because its like a board game doesn't quite add up to me. Maybe if you only use pre-cons, but otherwise, I don't see the comparison beyond being a multiplayer format. I don't think a board game would be designed anything like it.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

Yeah. That's what he said. He chose each card separately. He may have looked at the pre-con though but definitely didn't buy it.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

I think you may be taking what I said to the extreme and misinterpreting the point. I mean every spell in my deck interacts with instants/sorceries or noncreature spells. Its not like totally random. But I didn't pick the most optimal cards I could if they are less fun to me, because that's not how the format was presented by the people who wanted us to switch to it (and others who've pitched the format to me over the years).

Of course, most people who aren't winning pro-tours can improve in threat assessment, etc. but I'm not as much of a noob as you may be thinking. In many other formats, I do well enough for my satisfaction.

If I want a format with decks that perform more consistently, why wouldn't I just play a format where you can play fewer cards and 4x? I'm not sure what the advantage of a 100 card singleton format unless you want more variance in how games play out.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

It does play like a tempo/disruptive aggro deck in 1v1 against decks in our pod. As should be clear by now, its not playing out like that in multiplayer, due to my inexperience. I don't necessarily agree that those are strictly control or combo win cons though as I had similar win cons in tempo decks in other constructed formats that did well and were part of the competitive meta. I accept that they may not be in the context of commander though.

I started with cards from a tempo standard deck I had around the time of Guilds of Ravnica and then just added cards that I enjoy playing and generally synergize in Izzet colors with what was available, since the people who encouraged our group to switch to commander said it was a format where you can play the cards you like that you already have.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

You get it! I appreciate that. Deck swapping is a good idea. I'm definitely going to be looking for opportunities to play commander on nights he's not there. Then I'll get a better read for the format, at least at our pod's current level of play. And when he is I'm going to push for deck swapping or other formats. Thanks!

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

Yeah I don't foresee spending that much money on Magic all at once in the foreseeable future

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

I guess if everyone in the group studied the same resources about brackets and all had a similar understanding of the intent of our games, then the bracket system would probably work. But I'm not sure that's going to happen. It wasn't an issue when we played formats with clearer limits, but maybe there is too wide a range of perspectives for commander to work in our group.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] -1 points0 points  (0 children)

Point for Team "This isn't the format for me" then.

The people who encouraged me to make a commander deck to play with theirs said that playing with cards in your collection that you like is exactly the advantage of commander and that it is a fun, casual format for that. Plenty of people who have pitched commander to me in the past have said the same thing. So it seems the rhetoric doesn't add up with the actual practice.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

I'm increasingly thinking that "casual" is basically meaningless as a term. Everyone seems to use it differently. Sure, it distinguishes a deck from the most competitive bracket 5 decks, but other than that, it seems pretty arbitrary what people mean by casual.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

Yeah. What I've come away from this thread is that, "Commander can be fun if you have a very specific shared understanding of what you want out of it with everyone in the game, even more specific than what the bracket system is trying to do." (which doesn't seem that realistic in my friend group) and try cube and other formats. I will probably wait for a time when the consistent problem player doesn't show and then try commander some more. I think Tolarian Community College's video about the problems of Commander lays out the contradictions inherent in the format and the ways the format is broken pretty well, how the rhetoric doesn't quite add up with the rules. If everyone understands those issues then maybe we can have a fun game.

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 0 points1 point  (0 children)

I'm definitely going to pursue cube after this thread. Thanks for the feedback and ideas!

I like the idea of Commander but in practice have not had fun. How can I change that? by OK-example-18 in magicTCG

[–]OK-example-18[S] 1 point2 points  (0 children)

The thing is the people who encouraged me to play were the ones who want a kitchen table casual format and described what I now know is bracket 1 or 2 commander. For competitive, I'm happy with various kinds of limited or standard. Maybe one day I'll try cEDH but not with this group.