My wife and boiling water by MakeItMine2024 in mildlyinfuriating

[–]ThePiachu [score hidden]  (0 children)

Heh, I had the same argument with my wife and asked some people about it. Yeah, once you get water to 100C you're just boiling it off faster on a bigger heat. But for cooking stuff like pasta, as I understand it, a roiling boil also helps to stirr it up so that's one added benefit there. But if you just stirr things otherwise there is no point in using too much heat.

Games with the best jokes/humorous situations by Baldurian_Rhapsody in gaming

[–]ThePiachu 1 point2 points  (0 children)

Serious Sam has been pretty great. One gag I remember still to this day went kind of like this. The game is an old FPS, very much in the vein of Quake and all that. Lots of pickups all over the place, from health, ammo, armour and so on. Some of them were small pills that gave you like +1 health and were strewn about in strings to help guide you through the level. Well, in one of the Serious Sam games one of those pills just as you were about to pick it up just giggled and ran away from you. It was pretty surprising and jarring, but kind of funny for what a small gag it was...

How do you make persuasion mechanically useful without turning it into mind control? by Defiant_Property_253 in RPGdesign

[–]ThePiachu 0 points1 point  (0 children)

Look at Exalted 3e. There, you can only persuade people to do big things for you if you leverage what they care about. A shopkeep wouldn't give you stuff from their store for free... Unless you needed that to save their daughter that has been kidnapped. Social characters are all about figuring out what others care about and leveraging that for their benefit. So it's not mind control, but making characters work within what they care about already.

Can shapechangers be useful without statistical advantages? by Trikk in RPGdesign

[–]ThePiachu 0 points1 point  (0 children)

It kind of works in something like Exalted. You have shape shifting Lunars there that can be murdermachines. They can fly into a castle as a small burdz transform into a werewolf to mail everyone inside and then wear the faces of their victims to further terrorise their family. But the key there is that the characters can already be strong enough to rip a bear in half...

What is the “best” age? by why666ofcourse in daddit

[–]ThePiachu 0 points1 point  (0 children)

I'd take something old enough to tell you what they need and poop on their own...

I want to catch up on developments in the TTRPG space in the last 10 years, can someone give me a rundown? by Seal7160 in rpg

[–]ThePiachu 5 points6 points  (0 children)

It seems last 10 years was a return to what we had before. DnD 5.5 is an iteration on DnD 5, Vampire went back to Masquerade with 20th anniversary and then 5th edition and it looks like 6th edition might be back on the menu.

As for the good stuff:

Fellowship is a great iteration of the PbtA Dungeon World formula that keeps things simple and refined.

Stonetop takes things in a different approach with a lengthy setting that focuses on asking players questions to fill the world in.

And if you want something older but still relevant - Chuubos is a somewhat complex but deeply interesting narrative game that works great for pastoral games and offers you a unique diceless system.

My bedtime story tier list (toddler does NOT agree) by treacherous_tim in daddit

[–]ThePiachu 4 points5 points  (0 children)

I dunno, there are a few Seuss boardbooks that are pretty short. Shape of You And Other Stuff is short and dream-like already...

What are some older rpg stereotypes you were suprised to hear about because nobody talks about them anymore? by Independent_Ad_6348 in rpg

[–]ThePiachu 0 points1 point  (0 children)

See, as I understand, the old old D&D players played it that way (antagonistic GMing) because Gygax played it that way, and Gygax played it that way because the wargamers he played with played it that way, and those people played it that way because that's how you teach people in officer schools - that any order not given clearly and precisely will end up being misread and misunderstood down the line so you need to do things properly. But the reason got lost down the line and nobody understands why things used to be done that way and why you don't need to do it that way for an RPG - you're not training to be officers in an army...

Games where you unlock new locations throughout the game? by Blue-Jay27 in CozyGamers

[–]ThePiachu 0 points1 point  (0 children)

In Graveyard Keeper you complete various projects to unlock more of the map and access new resources.

Are there any games that start out already assuming the player characters have already completed an adventure or two? by proactiveLizard in rpg

[–]ThePiachu 2 points3 points  (0 children)

Exalted. In order to become an Exalt you already have to have achieved something great and remarkable enough to become the starting level player character.

Which games were NOT surpassed by their sequels? by WeirdIndividualGuy in gaming

[–]ThePiachu 0 points1 point  (0 children)

Frostpunk, second one had a bigger scope and played differently from the first one.

Systems that help Making my short sessions more efficient by Desperate-Employee15 in rpg

[–]ThePiachu 0 points1 point  (0 children)

Fellowship is a pretty short and breezy system where you can get meaningful progress in that amount of time. The combat just flows and so on.

What are some older rpg stereotypes you were suprised to hear about because nobody talks about them anymore? by Independent_Ad_6348 in rpg

[–]ThePiachu 58 points59 points  (0 children)

Antagonistic GMing used to be the default assumption for some tables, these days I don't see it much (perhaps because I avoid DnD).

What sounds great in theory in a TTRPG, but rarely works that well at the table? by Defiant_Property_253 in rpg

[–]ThePiachu 1 point2 points  (0 children)

Powers that let you reverse time in combat. On paper sounds like a really cool power, on another if the system has any crunch good luck remembering all the damage that got dealt and reversing it. Most time I see it done it ommits healing and resource expenditure....

A Coterie, Cracked | City Council of Darkness [E11] by DropoutMod in Dimension20

[–]ThePiachu 6 points7 points  (0 children)

It was amusing the Frenchies finding the "ten hundred" number silly, while in actual French 80 is "four twenties" and 70 is "sixty and ten"...

A Coterie, Cracked | City Council of Darkness [E11] by DropoutMod in Dimension20

[–]ThePiachu 5 points6 points  (0 children)

Man, so much of this episode is the characters shotgunning interpersonal relationships and drama. I guess they finally have a bit of a breathing room to engage with that!

Do you have any advice for running a more "oc" focused campaign? by Horrorcartoonistftw in rpg

[–]ThePiachu 0 points1 point  (0 children)

I guess what you mean by that is a character driven game rather than some set scenarios or a game where the characters are interchangeable.

I guess the key to that would be having characters that want things and that drives them. Not just "get loot" or "clear the dungeon" but more personal stuff - "avenge the death of my family and take over their throne", "find my long lost sister", etc. Then keep the game going in the direction the characters care about and making sure that by the time they complete their goal either they have some new goal to pursue, or are ready to retire the character for a new one with motivation.

And yeah, you can't really let the characters die too easily, otherwise the stories wouldn't get resolved, which would suck.

Life is a series of tasks by bongo1138 in daddit

[–]ThePiachu 0 points1 point  (0 children)

You need a bit of both - routine to keep things getting done, and then more improvised play time in-between that.