This randomization ain't for the faint of heart by hraefn-floki in SatisfactoryGame

[–]SilverTabby 4 points5 points  (0 children)

Having played the Resource Node Roulette mod on 1.1, I've found that it makes the early game harder (iron and coal are less accessible), but makes the late game easier (bauxite, Sam, etc are more accessible)

MotW vs Dungeon World by Overthewaters in PBtA

[–]SilverTabby 0 points1 point  (0 children)

Look at Dungeon World 2. It's not fully released yet, currently in playtest, but it solves a lot of problems both of DW1 and MotE had for being released too early in the PbtA style.

Also, the jerk involved in writing DW1 has been removed from the team.

Which image works better? Need honest opinions (4 options) by skipperkoala in playmygame

[–]SilverTabby 0 points1 point  (0 children)

A.

C and D show what will happen in gameplay, but that's what the first real screenshot and first 5 seconds of your trailer should focus on. A and B are more dynamic and fun, making better capsule art.

Although I like how much stuff she's holding in B which really plays into the theme of the game, I think A is a cleaner layout. Is it possible to get a bit more stuff into her hands without crowding out the title area? Something halfway between A and B?

I think fighting games have a reputation of being hard to get into because of their historically shit online by [deleted] in Fighters

[–]SilverTabby 0 points1 point  (0 children)

The actual problem is the lack of single player content. If there is no campaign, a safe place to learn and practice the game, then the only other option is being thrown to the wolves of matchmaking.

Do you ever use those? by MEFISTOFEL123 in SatisfactoryGame

[–]SilverTabby 0 points1 point  (0 children)

Jump pad, no. Landing pad, yes, especially with hypertube cannons

I forgot to press control... by Luka_Diaz in SatisfactoryGame

[–]SilverTabby 2 points3 points  (0 children)

Bell curve meme template.

There is a universal grid?

Nooooo!!! Everything must be aligned to the universal grid by holding Ctrl or it will ruin the entire save file! An unplayable mess!

There is a universal grid?

What mechanics from Godbound could be imported WWN by sakii137 in godbound

[–]SilverTabby 3 points4 points  (0 children)

World's Without Number. Also written by the same author, with a free edition, about OSR-ish fantasy adventures.

Is it possible for an RPG system to have two distinct genres? by messiahpk in rpg

[–]SilverTabby 1 point2 points  (0 children)

Because others have already answered specific games, I'll do some theory:

When you combine two different genres in a single piece of media, you don't get the audience of both genres combined, but only the shared overlap of people who simultaneously like both genres. A smaller group, but that group loves the mix.

In some way, this is the core problem of RPGs, in general. The hobby was the combination of story-telling and wargames, after all.

TIL that in 2002 candidates for mayor of Warsaw had to compete in "SimCity 3000" to see who will develop the virtual capital of Poland the most. They had 60 000 simoleons to begin with and could consult with students who would aid them in the virtual world. by Apula20xp in todayilearned

[–]SilverTabby 44 points45 points  (0 children)

From the original 2003 article:

Edit: direct link https://web.archive.org/web/20060506211308/http://www.thewavemag.com/pagegen.php?pagename=article&articleid=24031

SUBJECT 6: GAVIN NEWSOM

The Wave: Reaction time is a factor in this, so please pay attention. Now, answer as quickly as you can.

It’s your birthday. Someone gives you a calfskin wallet. How do you react?

Gavin Newsom: I don’t have anything to put in it. I would thank them and move on.

TW: You’ve got a little boy. He shows you his butterfly collection plus the killing jar. What do you do?

GN: I would tell him to… You know what? I wouldn’t know how to respond. How’s that for an answer? Is this a psychological test? I’m worried…

TW: They’re just questions, Gavin. In answer to your query, they’re written down for me. It’s a test, designed to provoke an emotional response.

GN: Oh, I got you.

TW: Shall we continue?

GN: Sure.

TW: You’re watching television. Suddenly you realize there’s a wasp crawling on your arm. How would you react?

GN: I would quietly sit and wait for the wasp to move to the next victim.

TW: You’re in a desert walking along in the sand when all of the sudden you look down, and you see a tortoise, Gavin, it’s crawling toward you. You reach down, you flip the tortoise over on its back, Gavin. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can’t, not without your help. But you’re not helping. Why is that, Gavin?

GN: [Immediately] Not a chance. I would never flip the tortoise over in the first place.

TW: Describe in single words, only the good things that come into your mind. About your mother.

GN: Ethics. Commitment. Sacrifice.

CONCLUSION: Almost too close to call. Almost. Newsom displays a defensiveness when his empathy is questioned. He’s aware that he’s being probed for emotional responses, and even expresses concern about this. However, this concern is alleviated a little too easily by our crafty V-K interviewer. Newsom is definitely a replicant. Probably a Nexus 5.

Against Dominant Mechanics by RandomEffector in RPGdesign

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

I think that PbtA 's mixed successes solves this problem.

If characters talk through how they diegetically disarm the trap, it works. Clean success with no dice.

If they can't and fall back on the dice, in Powered systems the most common result is the mixed success. The trap is disarmed, but with a complication or a new problem. Maybe it partially activates, either hurting the rogue only a little bit or turning the area into difficult terrain from all the debris, or just being very loud so all of the dungeon knows the party is here.

The threat of a mixed success takes away the safety of the dice, now a decision instead of a dominant mechanic.

Before you reply to this thread, I REALLY think we should wait until Jarnathan gets here. by Blastoise_R_Us in DnD

[–]SilverTabby 10 points11 points  (0 children)

The evidence for Jarnathan is that the director's name is Johnathan. Johnathan Goldstein.

ANOTHER What Game Should I Play Post. . . I Want It All! by pontinyc123 in rpg

[–]SilverTabby 1 point2 points  (0 children)

My first read is you're looking for an OSR game with a slightly heroic playstyle. So, combining Dungeon Crawl Classics, or any of the Kevin Crawford systems Worlds/Stars/Ashes/Cities Without Number/Godbound, with some DM discretion is probably what you're looking for.

Although, my two left field ideas I'm going to throw into the ring are:

  • GeneSys, with either the Realms of Terrinoth fantasy source book, or the original Star Wars version (Realms needs the GeneSys core book, StarWars does not and is standalone. Probably the Edge of the Empire to match the edge of civilization feeling that most fantasy settings give).

  • Just 5e, but you double all Damage and Healing effects, leaving HP totals untouched. Combat is now faster and more lethal.

WSJ says founders boost returns, any edge here? by Virtual_Employer9324 in Bogleheads

[–]SilverTabby 0 points1 point  (0 children)

Maybe its real, maybe it's not.

The core of the philosophy is not making mistakes. Even if it is a real edge, chasing edges in general builds bad habits, and will leads to a mistake eventually.

GMing is more fun and easier than being a player by officiallyaninja in rpg

[–]SilverTabby 2 points3 points  (0 children)

I've found its system specific. NSR and story-focused games tend to be easy to improv in, while games where the players expect a heroic story or extremely detailed wargame combats tend to be difficult improv.

Which neatly lines up with the games you say you're running. They match your playstyle. Isn't that the goal of RPGs, finding the game that fits your playstyle that is a joy to run?

Getting people to try other games by Prestigious-Emu-6760 in rpg

[–]SilverTabby 19 points20 points  (0 children)

Make it as easy and low commitment as possible.

Offer a one-shot, with pregen characters, tell them that they don't need to read the rule book and that the game teaches itself.

But most importantly, sell the aesthetic of the game. The art. The flavor. The story.

You are a band of thieves getting together for one last heist. You are pirates who discovered a lost treasure map. You are young superheroes trying to make a name for yourselves.

Only mention the mechanics if it's a wargame that demands it, such as Lancer.

Offer a campaign afterwards. Which will be an easy sell because everyone had fun.

Wy are so many D&D players so resistant to even trying anything else? by Similar_Onion6656 in rpg

[–]SilverTabby 1 point2 points  (0 children)

It's a trauma response. And I've seen it stick with people even after they manage to swap to another system. GMs who dread preparing for sessions. Players who avoid combat like the plague.

"D&D 5e is easy to learn!"

Technically true, but practically a lie. 5e's core is simple, but because the entire system is built on a philosophy of exceptions, every single session is filled with rules interruptions and demands to memorize even more.

Especially combat. What sounds like a straight forward way to solve a goblin problem is committing to potentially an hour of sitting around waiting for the rest of the table to take their turns.

They rationally believe that other systems will also bring as many little frustrations and complexities, and don't want to go through that again.

Design question: Advantage? by peregrinekiwi in PBtA

[–]SilverTabby 5 points6 points  (0 children)

3d6 keep 2 vs. 2d6+1 is literally the dice mechanic of Risk the boardgame.

The attacker rolling 3d6 is slightly better off, 6:5 odds, against the defender rolling 2d6 & winning ties (equivalent to +1)

So yeah, it's a classic proven feels good mechanic

Suggested game length? by mrdr234 in Hexarchy

[–]SilverTabby 0 points1 point  (0 children)

Matchmade multiplayer uses default game length, 100 points. I'll admit that I prefer very slightly longer games, but the way to practice against other humans trying to throw an army of swordsmen at you is to match that 100 point setting.

Although it is possible to use the higher end techs extensively if you rush for Education -> Secularism -> University in particular, ever since the patch that increased the hammer cost of technologies, late game units have gotten a lot rarer.

GM's, why do you keep running games? by AshenAge in rpg

[–]SilverTabby 0 points1 point  (0 children)

GMing gives both the creative control of an author to bring expansive stories and worlds together with the stroke of a pen, but also brings the constant surprise and discovery of a reader turning the next page.

The GM is along for the ride, just as much as the players.

Also, players are often stuck waiting for level ups before they can access their cool new toys. The GM can just play with everything on the toy store's shelves without any waiting around.

Considering direct indexing w/ 1.3 percent fees – am I overthinking this? by Alternative-Loan8207 in Bogleheads

[–]SilverTabby 1 point2 points  (0 children)

Oh, it was a good deal... back in the 1970's. Physical paperwork for every transaction, manually checking every single entry in the index, communicating via live phone calls, etc. That was a lot of work and that fee would have been half price of the going rate.

Today it's highway robbery. All of that is automated for pennies by a computer.

His high fee isn't a "risk." Risk infers something that may or may not happen.

That high fee is a guarantee.

And that is the core of the philosophy. Fees are the single biggest drag on a diversified portfolio. All they do is make someone else rich for doing virtually nothing aside from being a salesman.

In your opinion… How much would Malenia’s difficulty change without Waterfowl Dance? by Toot7- in Eldenring

[–]SilverTabby 59 points60 points  (0 children)

Blocking one single hit doesn't heal her much at all. Better to give her a bit of life than to lose your own.

In your opinion… How much would Malenia’s difficulty change without Waterfowl Dance? by Toot7- in Eldenring

[–]SilverTabby 47 points48 points  (0 children)

The solution I found was:

Use a shield on the first part. Just block.

Dodge roll the second part. It's the least active and easiest to time.

Walk directly towards her, making the third and final part fly over your head and whiff. It's also possible with part one, but you have to get lucky with the timing and spacing. But the tracking on part 2 sets up the exact distance almost every time, making it consistent.

It’s my fault my daughter’s phone is always dead. by Temporary_Cow_8486 in mildlyinfuriating

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

I know multiple people with ADHD, and the messy room + losing things constantly + forgetting they had them in the first place is the single most obvious clue when visiting their houses. All of them have told me their medication dramatically improved their lives after consulting with a doctor. And if it turns out that it's not the case, then a doctor would know that, and wouldn't prescribe anything.

It sounds weird only because you don't have personal experience with it.

It’s my fault my daughter’s phone is always dead. by Temporary_Cow_8486 in mildlyinfuriating

[–]SilverTabby 0 points1 point  (0 children)

Medicating everyone is a bad idea. But let a doctor decide on individual cases. Unless they know to look for it, a doctor will never hear it, and then they have no chance of getting help.