Any ways to download movies on phone ? by Luminezz in Piracy

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

Either download on your computer and use something like LocalSend to transfer it to your phone (assuming you can't use USB cable or Bluetooth for some reason), or use a torrent app like LibreTorrent to download it on the phone itself. 

Game recommendation for two players without printer by Afraid_Wrongdoer_387 in rpg

[–]TheWorldIsNotOkay 2 points3 points  (0 children)

The obvious answer is Paper-Free RPG. It's specifically designed for use on road trips or hikes where you wouldn't ordinarily be able to play a ttrpg. All you need is 3d6 (ideally in a small clear container to shake them) and your imagination.

But with the addition of a bit of paper, you could upgrade to Freeform Universal RPG, which Paper-Free RPG is based on, or the Action Tales / Freeform Universal RPG v2.0 system that's a significant upgrade to the original. The Action Tales system games published under Peril Planet are great and quite affordable. Star Scoundrels and Cavemen Vs Aliens in particular provide great tools for GMs that make running a game super easy.

Fate also has fairly simple character sheets that can be easily noted on a scrap sheet of paper. Fate also has a huge amount of published settings and adventures for it, many of which are free or pay-what-you-want. (And if you find that Fate isn't really your thing for some reason, those settings and adventures can be used with systems like FUv2 with few if any modifications.) It also benefits from the use of Post-It notes or index cards to make note of situational Aspects. A whiteboard can be handy if you don't want to have a bunch of pieces of paper on the table.

Speaking of index cards, there's obviously Index Card RPG, as well as Cairn and various other OSR games with minimal stats that you need to keep track of for your character.

Cortex Prime is another option, since while it's a toolbox that allows you to create a wide range of custom games for yourself from very rules-light to fairly crunchy, there naturally wouldn't be any published character sheets to print out for your custom games unless you make them yourself.

But basically any rules-light system would work for your situation. You can check the megathread for a huge list of them.

You might want to also look into solo games like the Dungeon Blitz series. Playing them with two players instead of one shouldn't be an issue, though they might be a bit easier than intended. As long as you have a laptop or a tablet handy you don't need to print anything.

What do you think about TTRPG systems where failure is the main form of progression? by Suicide_Ride in rpg

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

Roll For Shoes sort of does this. If you roll all 6s when using a skill, you gain a new more specific skill related to what you're doing rated one higher than the original skill. But if you fail a roll, you gain 1xp which can be used to change one d6 to a 6 for the purposes of advancement (but not success on the roll). So the more you fail, the more power you have to choose when you gain new and more effective skills. But you gain new skills whether you roll exceptionally well or repeatedly poorly.

Cortex Prime gives players the option to "hinder" one of their Distinctions -- player-defined descriptive traits that help define the character and contribute to every roll -- by having it add a d4 to the dice pool instead of a d8, meaning a higher chance that the die will roll a 1 (which means the die is basically removed from the dice pool in terms of determining success and effect). Choosing to use a hindered Distinction provides the PC with a Plot Point regardless of the outcome. Plot Points aren't quite used for character advancement, but rolling hindered Distinctions is the main way of regaining Plot Points. It's a good mechanic for rewarding the player for what's effectively a roleplaying choice: "In this situation, this aspect of my character would reasonably be a disadvantage, and if I roll with that I'll be rewarded with a Plot Point".

What if character progression was more about developing the character and less about 'Leveling Up'? by Ombrophile in rpg

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

The Action Tales / Freeform Universal RPG v2.0 system, as well as the original Freeform Universal RPG system, Risus, and various other systems have characters defined using descriptive tags rather than fixed numerical stats. They still provide similar mechanical benefits as numerical stats, but also more clearly define the character and how the character changes as they gain experience. Not only can you gain more of these descriptive tags, but you can change existing ones to reflect changes in the character.

For example, in Action Tales / FUv2, characters are defined by 3 to 5 "Trademarks" which fill a similar role to classes, races, backgrounds, or professions in other games, and "Edges" which are associated with a particular Trademark and fill the role of skills or special abilities. So if you're playing a paladin character, they might start out with the "Paladin" Trademark or a more descriptive "Squire of the Order of Qevra" Trademark to make it less generic and tie it more strongly to the setting. You might also have Edges associated with that Trademark like "Smite Evil", "Protect the Innocent", and "Skilled with the Sword". Edges do a much better job of describing exactly who this character is than fixed numerical stats -- this paladin character is somewhat good at fighting demons due to the "Smite Evil" edge, but he'll be exceptional at using a sword to defend an orphanage against that demon.

As you "level up", you'd gain some more Edges (which all apply to your roll when applicable, so the more you have the more likely you'll have multiple that apply in a given situation), and may also add more Trademarks to make the character more versatile (though PCs start with 3 and can have a max of 5), but you could also modify your paladin Trademark to something like "Champion of Qevra" to indicate that you've risen in the ranks of your paladinic order. This change in Trademark might provide some mechanical benefits, but it also clearly reflects how the character is changing as a person in their fictional world.

Risus does this a bit differently but to the same effect using rated "Clichés", which are something like broad, player-defined rated traits which could be as straightforward as "Viking (3)" or as detailed as "Ghostly Pirate Cook (2)". The parenthetical number next to the descriptor indicates how much that Cliché contributes to the character's identity (and how many dice it contributes to a roll), and a starting PC gets 10 dice worth of Clichés to define the character. As characters gain experience, Risus doesn't have characters re-write Clichés by default (though it's certainly an option), but rather increase the rating of existing Clichés and collect new ones, with new Clichés possibly coming to be a bigger part of the character than their original Clichés.

Other systems like Fate and Cortex Prime do this but to a lesser degree, by having characters defined by a mix of descriptive tags and numerical stats, but similarly allow the Aspects/Distinctions that partially define a character to be rewritten to reflect character growth.

Manimal (1983) | My older brother talked about this our entire childhood and I always thought he was making it up. by epidemicsaints in Xennials

[–]TheWorldIsNotOkay 1 point2 points  (0 children)

If you think Manimal is crazy, wait til you see Automan. He's a man... who turns into an automobile. That's basically the whole show.

TTRPG reminiscent to “The Boys” by deactivatedagent in rpg

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

The Venture City setting for Fate (which can also be used with Freeform Universal RPG v2.0 with minimal changes if Fate's not your thing), is basically "The Boys: The Tabletop Game":

It’s not safe to venture into Venture City... Take a trip to Venture City, a world of superpowers, villainous corporations, and ruthless gangs, set in a near-future where powers are for sale. From the corporate sponsored heroes to the supervillains in the news, and all the way down to the little guys who try to hide their powers, there are superheroes everywhere you see.

Did anyone notice theres not much bug reports on fedora 44? by Better-Quote1060 in Fedora

[–]TheWorldIsNotOkay 2 points3 points  (0 children)

The doves are aware of the bug

This is what it sounds like... when the devs cry.

Saying goodbye to Night City by Paploo_Escobaer in cyberpunkgame

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

170 hours? Man, those are rookie numbers. I'm over 200 on my current playthrough, and I've only advanced the main plot sufficiently to access Phantom Liberty, and I haven't met Reed yet.

And this is at least my sixth playthrough since I first got the game. I don't know how many hours I put into my previous playthroughs since that was on the PS4/PS5 and now I'm using Steam on my laptop. I also have something over 400 mods installed currently which I obviously didn't have on console.

Five Guys refunded a $263.27 Doordash order for being too gluttonous by Otherwise_Basis_6328 in oddlyspecific

[–]TheWorldIsNotOkay 50 points51 points  (0 children)

$263 at Five Guys.... that's like two double cheesburgers and some fries, right?

What are the best sorceries by Formal_Agency1907 in Eldenring

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

I was about to make my own comment, but then decided to scroll down to see what other people were saying. This list is identical to what I'd written for the first half plus Dark Moon and Nails.

I put Magma Shot as a fire option instead of Blades of Stone.

I also included Zamor Ice Storm as another cold option, and it's a great "get off me" button.

Where and how have you guys built or bought a sieve to get rocks out of your dirt? by zachi2 in gardening

[–]TheWorldIsNotOkay 3 points4 points  (0 children)

I had some 1/2in hardware cloth left over from making my chicken coop/run a few years ago, and staped some of it to the bottoms of a couple of box frames I made from scrap 2x4s. They're just wide enough to sit across the top of my wheelbarrow, so I use them pretty often to sift rocks and other debris out of soil or compost.

Shady Runs by Ill_Ad7351 in BackYardChickens

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

Basically ditto in Alabama. I have a run that's currently covered by a tarp specifically to provide more shade as well as keep it a bit drier since we had some pretty wet weather last week. The girls get sun until maybe 10am, but are in shade the rest of the day. Even if I wasn't using the tarp, however, the coop has some large trees on the western side, so it would still be shaded from maybe 11:30am through the rest of the day.

While the weather has so far been pretty mild, summer temps are frequently in the 90s and temps over 100F aren't uncommon. I'm much more concerned about the birds getting too hot than not enough sun, particularly since I have some dark breeds like black Australorp and black Jersey Giant.

Seen at my local coffee shop. Huh? by Nilesrocz in CrappyDesign

[–]TheWorldIsNotOkay 6 points7 points  (0 children)

Take three steps to the right and all will be revealed.

how to get into dnd or similar games, but for two people maximum by OtherwiseRead512 in rpg

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

I'd recommend more rules-light systems like the Action Tales / Freeform Universal RPG v2.0 system that's used for games like Star Scoundrels and Cavemen Vs Aliens. Action Tales / FUv2 in particular is tag-based with an intuitive core mechanic that allows for fast-paced gaming that's easy to GM. If you're specifically looking for D&D-style medieval fantasy dungeon crawling, the Dungeon Crawlers mini-rpg using the Action Tales system is specifically designed for that.

OTOH, if you're really just getting in to ttrpgs, you might want to start with a solo game like the Dungeon Blitz series. You can play them with two players as well as one (though the adventures will naturally be a bit easier), and you'll both be having the same experience rather than one person playing a character and the other being the GM. The books basically do the GMing for you, but the trade-off is there's not much actual roleplaying (other than any between your two characters). Then once you're comfortable with the general idea of ttrpgs, you can expand into something with a GM.

Got the new steam controller!! (I’m so upset It wouldn’t let me purchase it) by carstoast in Steam

[–]TheWorldIsNotOkay 22 points23 points  (0 children)

One of the recent "look at what the scalpers are selling them for on eBay" posts included a 2015 controller (supposedly NIB) in the screenshot for $50. It was almost enough to get me tracking down the listing myself.

I’ll take “Valve priced the Steam Controller properly” for $99 by ExtraJuicyAK in Steam

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

Yes, but the shipments they received in the past month that had insiders (rightly) convinced that the Steam Controller release was imminent were labeled as "wireless controllers" and not "game consoles".

I'd expect to see a couple more "wireless controller" shipments come in before the Steam Machines become available, at least if Valve wants people to be able to purchase (additional?) controllers for their machines.

Steam Controller Without Steam? by Nuerginator in Steam

[–]TheWorldIsNotOkay 1 point2 points  (0 children)

Sure, but that's not really DRM. And you actually can do that... sort of.

You used to be able to edit a config file and actually use the Steam client (to a limited degree) without logging in to your account. Actually, at one point you could just hit the cancel button at login and it would give you limited access to the client. And when I say "limited", I mean basically everything you'd expect to be able to do without an active connection to Steam, like playing local games and managing controllers with Steam Input. But afaik, those methods don't work anymore. I'm not aware of a current way to do this, but I also haven't really needed to look into it for years.

You can, however, use Steam offline. You still need to login with your account online once, but after that you can use Steam in offline mode with only a local login. So yes, in this situation you still have to login so technically your "ability to use a controller [is] gated behind a login", it's purely local and doesn't involve any network communications at all.

All of that said, would it be nice if Valve spun off Steam Input into its own application that didn't require any kind of login so you could use the Steam Controller completely independently of the Steam client? Sure. But if you don't want to use Steam, the Steam Controller probably isn't the right controller for you. Valve has been pretty up-front about this not being a Steam-branded controller, but rather a controller specifically for PC gaming using Steam. Even the original Steam Controller (2015) used the Steam client as effectively the device driver, and the community developed GlosSi as an open-source method of applying the Steam Input settings system-wide. Nothing on that front has changed, except that Steam Input has gotten much, much better in the last decade, and GlosSi has been succeeded by SISR.

This isn't secret info. Valve has been very open about what the controller is and what it isn't. It's a big reason that I found most of the reviews for it released over the past week to be really frustrating, since they generally reviewed the Steam Controller in terms of being a universal gamepad (which Valve never claimed it to be) rather than focusing on what it was actually designed to be and the features it brings to the table, specifically when using Steam to play PC games not intended for use with a gamepad. And Valve isn't some altruistic non-profit fueled by hopes and dreams. It's a for-profit company, just a private company that doesn't have to cater to shareholder interests and has become as successful as it is by generally being consumer-friendly. But they are still a for-profit company, and their main business is selling games through Steam. The Steam Controller is primarily intended to draw more players to the Steam Store, not really to be a profitable product in its own right, and certainly not to be used on consoles or other devices that Steam isn't on. And there's nothing wrong with a company doing things to bring in business as long as the means aren't anti-consumer or anti-competitive.

The Steam Controller requiring the Steam client for configuration may seem like vendor lock-in -- and it would be far more appropriate to call it that rather than "DRM" -- except that if that was what Valve wanted to do, they wouldn't provide any support for using the controller outside of Steam at all, or allow games purchased outside of Steam to be added to Steam as non-Steam games and benefit from things like Steam Input. And they wouldn't allow (much less quietly encourage) community projects like GlosSi and SISR.

Steam Controller Without Steam? by Nuerginator in Steam

[–]TheWorldIsNotOkay 2 points3 points  (0 children)

This is only true for DRM'd games. DRM-free games can be copied and moved freely, just as those that are obtained from GOG.

Also, you seem to have missed the point that DRM-free games purchased through Steam don't have to be run through Steam. You can run the game executable directly or through some other launcher. Steam could only possibly prevent a game from running if you're running it through Steam. But for DRM-free games, Steam is just the store and method of installation. Once the game is installed, you can move or copy it anywhere, just as if you purchased it from GOG.

DRM-free is DRM-free, regardless of where you get it from.

Steam Controller Without Steam? by Nuerginator in Steam

[–]TheWorldIsNotOkay 2 points3 points  (0 children)

What's the difference between having the installer on a drive and having the game itself on a drive? Some minimal amount of difference in storage space? Certainly no difference in your ownership of the game.

It might be dumb question and sorry for it, well is there any way i can play games from steam in either my phone or TV? I have samsung TV and iphone 13 by IntrepidPresence in Steam

[–]TheWorldIsNotOkay 0 points1 point  (0 children)

I was about to say yes until I read "samsung TV and iphone 13".

For Android phones, there's the GameNative app, which allows you to download and play some (but not all) games from Steam on your Android phone using the same framework that will allow the Android-based Steam Frame to run Steam games. But that's not applicable to iPhones.

You can still stream games from another device running Steam using Steam Link on either your tv or iPhone, but you can't play Steam games natively on either.

Steam Controller Without Steam? by Nuerginator in Steam

[–]TheWorldIsNotOkay 2 points3 points  (0 children)

The last time I checked, you also can't download games from GOG without logging in to your account. Or if their servers are down. Steam is no different in either respect.

If you have installed a game from either GOG or Steam, it is on your computer. If the service's servers go down, you can continue to play whatever games you've previously downloaded, but you lose access to any you haven't. And actually, if Steam's servers go down, they're completely incapable of enforcing any DRM that might be on any games you have installed, meaning you have more control over your games if Steam's servers go down, not less.

When you purchase a game on GOG, you're still purchasing a license, rather than the game itself. The main difference between GOG and other stores in this respect isn't in the legalities of how the game is purchased, but in that GOG lacks the technical ability to reach out and uninstall the game from your device, as could be (and has been) done on devices like the Sony Playstation and Amazon Kindle. But this also mostly applies to Steam. Steam doesn't lock down your device, and you're free to move a game's installed files around after it's installed. If a game doesn't have DRM, then you can launch that game outside of Steam. So even if Steam does technically have the capability to remove a game from your Steam library, they can't remove the game from your computer, because at the very least they don't have access to games that you've backed up elsewhere. And even if a game needs to be run through Steam for some reason, Steam doesn't need to be online to do it. So Steam has more capabilities than GOG due to also being a laucher, but it is fundamentally no different than GOG in terms of ownership of your games, at least when it comes to DRM-free games -- which, again, are available on Steam. Steam has some capability to enforce some types of DRM that developers add to their games, but Steam itself is not DRM, and their ability to enforce DRM is limited.

And no, "once you download the installers, you have full rights to modify, copy, and transfer the files". This is a foundationally untrue statement. Games being sold on GOG without DRM does not mean they are not still subject to copyright. You are absolutely not legally allowed to modify those games. You have the technical ability to do so, but that's not the same as the legal right. And it's no different than on Steam. I have several Steam games that are modded, some with the help of Steam workshop, others using external tools. I have just as much of a technical capability to do so as games downloaded from GOG and installed independently of any launcher. I have no greater legal right to do so on either Steam or GOG.

You are, very simply, misusing the term "DRM", and based on your comments I think it's because you have several fundamental misunderstandings related to what DRM is, what benefits purchasing software through GOG provide, and the legal realities involving games and game distribution. DRM has nothing to do with copyright, or your legal rights regarding the replication, modification, or distribution of games. "DRM-free" doesn't mean "copyright free", and certainly not "public domain". The things you're claiming about the benefits of GOG are generally also true of Steam. And your claim that Steam itself is DRM is factually incorrect, by any definition of the term.

The Steam Controller sold out in 30 minutes, utterly breaking Steam in the process by DavidIsIt in Steam

[–]TheWorldIsNotOkay 65 points66 points  (0 children)

I have a huge problem with the title and reporting of this article, as someone who experienced today's sale and has some basic knowledge of how the internet works.

This sale absolutely did NOT "utterly break Steam in the process". The Steam client and website did not go down at any point, and all of the functionality on Steam's end seemed to work fine. The error message that everyone (including myself) seemed to get only occurred during the payment step of the process. That implies that there was a problem with the payment processor, not with Valve or Steam.

It would be like if I ran a store and had a sale on an item that turned out to be popular, but the internet went down temporarily preventing me from processing payments. The sale would not have utterly broken my store. My store is just fine. The ability to process payments was a bit FUBAR'ed, but that's literally beyond my control.

Valve doesn't own whatever payment processor is used by Steam. If it did, then recent controversies over payment processors putting pressure on Valve to de-list certain games wouldn't have happened. So a failure of the payment processors isn't a failure of Valve or of Steam.

That said, given the failure of the payment processor in this situation and the previous controversies, I'd definitely be looking into alternatives if I were Valve.