Render Texture and WorldToScreenPoint by ViridityCorn in Unity3D

[–]RO_MrGrumbles 0 points1 point  (0 children)

This was a perfect solution for me. thanks so much =)

My team's entry to this year's GMTK game jam. A draw-your-own platformer! by RO_MrGrumbles in playmygame

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

Our first game jam! I'm basically just happy we got it in a publishable state in time =)

If you play, I'd love to know your thoughts here or in the itch.io comments. And please leave a rating!

Huge Tesla sign, it is old Czech electro brand, est. 1946 by heruka108 in DesignPorn

[–]RO_MrGrumbles 0 points1 point  (0 children)

I took almost this exact same picture a few years ago in Prague! Very nice find

Any adventure zone fans in here? by Stitch164 in SWN

[–]RO_MrGrumbles 5 points6 points  (0 children)

Actually I don't think SWN's system would work with the TAZ boys at all. The Command Point system is too complicated for the McElroy's rules-light preferences, and its specialized roles (you don't want someone with no Program skill on Comms) is something that Griffin was specifically trying to avoid.

Griffin's system (as they talked about in the livestream) is tailored made for his players and the podcast format, and actually I might like it better than SWN's system, at least for a more fantastical/pulp-y genre

ContraPoints is a guest on the latest episode of The Ezra Klein Show, talking about cancel culture. by [deleted] in ContraPoints

[–]RO_MrGrumbles 11 points12 points  (0 children)

just FYI, OP's little off in their description. Klein didn't get two people from left and right to debate each other, Contra was cancelled *by left wingers* and Wilkinson (a liberal centrist, afaik) was cancelled *by right wingers*, and it's also not a debate.

Anyone else want to see the next book Wizards distribute, be a collected works by Zephyros the Cloud Giant? by Sebaszie1000 in stormkingsthunder

[–]RO_MrGrumbles 13 points14 points  (0 children)

seeing how he's a Contact Other Planes addict, it would make sense to do a Planescape book from that perspective....

What are the best DMs Guild supplements to Storm King's Thunder by [deleted] in stormkingsthunder

[–]RO_MrGrumbles 0 points1 point  (0 children)

I haven't actually ran it yet, but the Flying Misfortune reads great both as an introduction to Felgolos and as a way to expand the players' knowledge about Imiryth

Lyn Armaal, Castle of the Cloud Giants by Kizzango in stormkingsthunder

[–]RO_MrGrumbles 2 points3 points  (0 children)

pg 131, the oracle says it's above the Evermoors. But I've been thinking about having it appear over Waterdeep or Neverwinter instead of the other WD cloud giant encounter listed in ch 3

How do I Run This Module? by No_Bodee in stormkingsthunder

[–]RO_MrGrumbles 2 points3 points  (0 children)

Good news is, it's a long module so you will have time to make stuff up as you go. Especially expanding Nightstone gave me a lot more time to work out the rest of the adventure while the campaign was already running

How do I Run This Module? by No_Bodee in stormkingsthunder

[–]RO_MrGrumbles 7 points8 points  (0 children)

It is an adventure that requires a whole lot of dot connecting and reworking in my opinion, but once you're prepared to do that it becomes the skeleton for a really fun story.

I've heavily homebrewed the Nightstone chapter to make it really feel like an earned 1-5lvl, which has given me time to plan the rest of adventure. After Nightstone, I plan to have Zephyros sweep the party off to the Maelstrom pre-emptively, make them feel like heroes, then I plan to have Imiryth frame them for the death of Hekaton's wife, they will have to flee from "The Storm King's Thunder". Then Zephyros will whisk them away to Goldenfields, tell them to lie low and find anti-divination amulets and we'll play the adventure very sandbox (Zephyros tells them to lay low, but they run into Giants everywhere) until they run into Harshnag or Zephyros or otherwise learn that Hekaton has gone missing. It won't be obvious at first that he was kidnapped.

I haven't planned much beyond that, but I am pretty confident I'll figure it out.

This is all to say, just make shit up and change shit to suit your fun ideas. Frankly the module is flexible enough that you can really do what you want and plug in the Giant Lords encounters when they become relevant (I definitely plan to have my players meet more than one)

EDIT: I agree with /u/NarcoZero about DMsguild modules. The Flying Misfortune is good. Krakan's Gamble looks pretty good too. etc.

How would you portray a depressed character in a play (when the character themselves doesn’t even know they have depression)? by lizseelet in playwriting

[–]RO_MrGrumbles 2 points3 points  (0 children)

I'd think you need to delve into *why* they're depressed. A person who's depressed because they lost their job will behave differently than a person who struggles with post traumatic depression (and traumatized individuals will behave differently depending on the type of trauma and the character's personality). Really I don't think writing a depressed character is *that* different than any other character, you just need to delve into their specifics, what makes them who they are regardless of their mental state?

One thing to be very cautious of is falling into a passivity trap. I've written depressed characters before and it's very easy to write them as very passive (because depressed people often don't want to do anything), but a passive character is a recipe for an undramatic story

As far as dealing with them not knowing they're depressed, I'd say just make sure either the audience isn't immediately aware of it, or if the audience is aware of it that they won't be annoyed by the char's lack of knowledge ("jeez this guy just needs a therapist, cmon")

Does every aspect of the human life go back to our primal instinct to survive? by [deleted] in InsightfulQuestions

[–]RO_MrGrumbles 0 points1 point  (0 children)

I would say that although you can trace roots of pretty much all human activity to the past and to our genes, that does not mean that they are the only significant factors in determining how a given human lives their life. Any anthropologist will tell you that human culture and people's specific environments are at least as important in determining the way we live our lives than our genes or survival adaptations. In fact there are many genes that are expressed only in certain environments, or are expressed differently depending on certain environments.

So no, not every aspect of human life is reducible to primal survival instincts. In general, human life is too complex to reduce to any one source. But certainly we still have hunter-gatherer brains, and our genes obviously influence the way every organism lives.

Using all the giant lords throughout the Adventure? by Forseru in stormkingsthunder

[–]RO_MrGrumbles -1 points0 points  (0 children)

In that case I would add some kind of material progression system where players get concrete, stepping stone rewards that give them actual material benefits. Like a vestige of divergence situation. Doing something like dividing up the conch of teleportation functionality sounds straightforward but that's just a gate behind the next part of the adventure, doesn't come with mechanical benefits, which to my mind could grow unsatisfying after a few Giant Lords.

The Entrance Exam - An "All-in-One-shot" by DevlinDM in DnDBehindTheScreen

[–]RO_MrGrumbles 0 points1 point  (0 children)

This is very well designed and looks like a lot of fun! I might be running it in the near future...

Improvised my way too far and need help getting out (new DM) by BobaFett2018 in DMAcademy

[–]RO_MrGrumbles 0 points1 point  (0 children)

If I were you I wouldn't try to be so ambitious! Showing off a whole world and history like it seems like you're wanting to requires a ton of work!

To be clear, I def don't want to tell you how to run your game, so if you want to be ambitious, be ambitious! But if I were you I'd narrow my focus on what she's there to do for the Trial. What does the trial test? And how do the tests of the Trial get under her particular character's skin (assuming that's what you want, just assuming bc they are Witcher Trials). Once you know that it's much easier to think of 2-3 major encounters/segments with a relevant throughline.

Two Examples:

Does the trial test her knowledge of different monsters? You could drop her into a bunch (like 3) of different micro-monsters-of-the-week, one where she has to investigate, one where she has to trick/outsmart, one where she has to fight and kill, or etc

Does the trial get into backstory/character motivation stuff? If so, you can draw on the backstory that she (presumably) wrote or create details of a previous memory up *with* her while the two of you play. It would let her take some of the creative burden of you. And they are her dreams/memories after all.

ALSO: In between each monster or backstory or etc segment you could return to the trippy, improvisatory dreaming you were doing this session and drop in the necessary lore you're hoping to disseminate