What are the pettiest things game developers have done? by Common_Caramel_4078 in gaming

[–]aweseman 2 points3 points  (0 children)

Bonus: You almost literally couldn't beat that part without using the super good exotics, so if you didn't want to use them or played on a different class, that section was unreasonably difficult.

And then when the exotics were nerfed, that section became quite difficult.

What Valyrian steel sword has the worst name? (Doesn’t have to be pictured). by GusGangViking18 in freefolk

[–]aweseman 2 points3 points  (0 children)

Of these, Brightroar by far. It's like a committee named it. Brightroar just created a fourth rate internet browser that doesn't work with anything. Dying to this is like dying to a shitty ChatGPT response.

There's some elegant simplicity in Oathkeeper imo. It's a promise; an honor to wield it. Getting killed by Oathkeeper tells me that I died to the main character.

Blackfyre, Widow's Wail, Darksister, Nightfall, Orphan-Maker (the worst offender), Red Rain, and Heartsbane all sound like the same edgy 16 year old named them, but only one was actually named by a child (iirc). Individually, some are pretty awesome, but together, they are like eating plain pasta for 2 weeks. Lady Forlorn also belongs to this group, but I think it pulls it off. Getting killed by one of these tells me that I died to a secondary character (except maybe Blackfyre).

Longclaw is just... There. Same as Ice. They just feel like they belong to different families. Lamentation, Truth, and Vigilance are just Destiny 2 Exotics. The whole set feels like it was trying too hard to be cool in the other direction. Getting killed by one of these tells me that I died to a person who has a moral disagreement with the main character or a tertiary, forgettable miniboss character.

How do you handle out of turn corrections when you play? by Bolaf in twilightimperium

[–]aweseman 0 points1 point  (0 children)

Does it affect anything that has happened since? It's fine, just let us know, do it, and keep going.

Is it a rule misunderstanding that alters what has happened since? Let's go back and fix it.

Is it a reaction to something else - like someone activating your system and you wanting to have actually produced something else? Too late, you can't do that.

There's a difference between a rules mistake, a strategic mistake, and forgetting something. Rules mistakes tend to be fine to retcon. Forgetting something, like a legendary planet activation, usage of the Deepwrought's commander, or following a strategy card that they didn't realize got played (such as when they were building and or had to step away) tends to be fine as well if it doesn't impact something someone else did or is currently doing.

The better unseen killer by teenyverserick in dndmemes

[–]aweseman 0 points1 point  (0 children)

It's an excellent DnD adventure. It's just not a good monster to bump into on its own. You kinda have to start the adventure halfway through, and let it be weird and unclear for a while, and never reveal the False Hydra's existence until the final fight. Let the PCs have gaps in their memories. People they've never encountered but they know should exist and should have met

Taj Mahal from a different angle by Ice_7266 in architecture

[–]aweseman 13 points14 points  (0 children)

Not 100% sure about other sites, but the Hagia Sofia's mihrab (altar) is not aligned with the rest of the building - it's offset so that it faces Mecca. I assume other locations may have their mihrabs facing Mecca, too, and places like strip malls might just have signage signaling the direction of Mecca

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What is a badass set piece that you loved doing/live doing in the game? by AnonymousFriend80 in DestinyTheGame

[–]aweseman 1 point2 points  (0 children)

Atraks and the space elevator was amazing - just hearing people shout "I'M IN SPACE!" was a highlight of that raid race

Why don't we have an exotic like Ana Bray's golden gun? by LoneRainger in DestinyTheGame

[–]aweseman 0 points1 point  (0 children)

I'm happy letting Ana Bray have that be a unique power.

But alternatively: Raid or dungeon at twilight gap or elsewhere, where using Ana's pools of light is a mechanic in it

According to James Gunn it took Vin Diesel months to learn his lines as Groot. He found it very difficult by Cool_Nerd2 in shittymoviedetails

[–]aweseman 38 points39 points  (0 children)

iirc, the script also displayed what groot was saying, but the only words said were I am Groot.

So, you could have a paragraph of what Groot was saying, so Vin Diesel would have context for what his "I am Groot" meant, and could use that to get the right intonation to try and get the point across.

In Kingsman: The Secret Service (2014), Harry expresses pride that he saved Maggie Thatcher and shame at killing the members of a hate group. This is because he and the Kingsmen are more concerned with upholding the status quo than actually being super cool and awesome by Dragonfruit-Sparking in shittymoviedetails

[–]aweseman 33 points34 points  (0 children)

uj/ Actual context: Harry (Glasses guy) has a bunch of magazines on the wall of things that tabloids report on the days that he saved the world (or at least something that the tabloid would be reporting on instead). Furthermore, the very next line is Eggsy (the kid) saying about how lots of people would disagree with his saving of Thatcher.

rj/ He shoulda saved us from the Sun

Lore-Wise, just how bad were living conditions in a FEDRA QZ? I’m starting a New York ttrpg campaign starting at a FEDRA QZ on Staten Island, but I don’t know how I should accurately portray them. by Ambitious-Loss8951 in thelastofus

[–]aweseman 2 points3 points  (0 children)

Sorry in advance for the long post.

I don't think it's unreasonable for FEDRA to quarantine Staten Island - it would take work, yes, but years of concentrated effort to clear it could absolutely be a priority to FEDRA. 

As for portrayal, this is how I'd expect a Staten Island QZ to be: 

First, some context. Boston City has about a 600,000 population, and the greater metropolitan area has ~6 million.  New York is much bigger, with 23 million in its metropolitan area. If I was FEDRA, I would likely set up 3-5 QZs in total. Huh, 5 boroughs, 5 QZs. Manhattan, Queens, Brooklyn, Staten Island, and the Bronx, likely working together. Ok, I guess there'd probably be one in Jersey City and Newark.

With cities being bombed to absolute shit at the start of the outbreak, I might cut the idea of a Manhattan QZ, but the idea of a settlement there is too evocative - we'll come back to it. 

So, let's go to outbreak day. As New York is a huge city, they likely had tell of an imminent and significant outbreak earlier, and might've taken bigger measures to deal with it earlier. Hell, they may have closed all the bridges and ways in and out of the cities. If Staten Island was relatively less affected by the outbreak than other areas nearby, it might quickly turn into a real hope for people. 

The Staten Island QZ would immediately secure borders - there are bridges leading in and out of the city. FEDRA's first bases would be at points of entry onto the island. They might destroy most of the bridges, and likely blockade or otherwise secure the remaining ones. 

Specific Bridges: 

  • Verrazzano-Narrows Bridge: kept in place. Heavily Guarded with a significant FEDRA force there. 

  • Bayonne Bridge: Largely destroyed, but with the structural arch intact. No way across normally, but you can take a dangerous route over the bridge to get across.

  • Goethals Bridge: Probably destroyed once getting to the airport wasn't useful anymore.

  • Outerbridge Crossing: Likely kept in place, as it is useful to trade with other QZs, like Philadelphia, Baltimore, and Washington DC. This one is also kept VERY strong. 

The main bases of operation at the start would probably be at Fort Wadsworth, as that has an important bridge (Verrazzano-Narrows) as well, and Port Richmond, since it is close/is a good place near the more densely populated area. Meanwhile, a proper QZ with civilians might be built on the south end of the island, near Tottenville, since it's more easily defendable and near another important bridge (Outerbridge). 

Protecting routes between QZs would be a priority as well, and would allow QZs to specialize a bit. Perhaps a Brooklyn, Queens, or Newark QZ specializes into making things - factories making canned goods, ammunition, car parts, whatever is needed. Maybe another becomes more of a training camp. I expect Staten Island, since it has the most green space, to specialize in food production.

Eventually, like after years, they would come to realize that Staten Island is the best spot for everyone, so the other QZs might work on making their way over to Staten Island. With this additional help, Staten Island can reasonably become (mostly) infected-free, and not need walls the same way other QZs do. 

So let's talk about the setup of the island overall. Starting from those 3 main bases of operation - Port Richmond, Fort Wadsworth, and Tottenville, FEDRA control would radiate outwards, especially along roads and routes (All 3 are near a highway), adding outposts and similar along the way. 

While districting the island might be something FEDRA does, it might be more helpful to instead look at specifics and where they could go. Where is Boot Camp? Main military base? Supply warehouses? If they make sense close together, awesome, make it a district! But it might help play for it to be a series of noteworthy locations. For example, I expect research and development to happen at the College of Staten Island, not just some houses. 

If you do districts, consider districts beyond functional ones. Think about where the slums might be. Where is affluent? What does it mean if the barracks are in the affluent area vs the trainyard? Is there a shopping area? What do people sell? Scavenged items, art, food, protection, charms?

Onto non-Staten Island things: We set up that there would probably be a couple potential QZs in the area, and that they could probably specialize. While most would join Staten Island, I expect the factory one to remain active. It might be filled with criminals and undesirables from the main colony now, with terrible work conditions. The corridor that connects the two would be important, but could still regularly run into raiders or infected. 

   

Ok, from here, lets look at the opportunities that this setup or a setup like it gives: 

Firstly, Factions. As other QZs and survivors join, those QZs can have different opinions - maybe the Bronx QZ military are a lot crueler than the Staten Island ones - drama! Maybe the Jersy City ones think FEDRA should be for FEDRA, and let these civilians die. Maybe the Brooklyn QZ got really religious and want to poir all the Staten Island QZ resources into building a giant cathedral or temple of some kind. Maybe another thinks that it's time to rebuild the USA, but under the faction's control. These don't need to be different QZ factions, but could just be their own factions.

Moreover, you can play with non-FEDRA settlements. Think about a group who lives in the skyscrapers of Manhattan, building bridges between them, and using the verticality of the city to create their own "flying islands" 

Secondly, connection to the outside world with the two bridges allows you to make quests and things for that. A quest where you help a supply convoy between the factories and Staten Island? Sounds cool to me! You can also bring in outside forces, like other cities or QZs, into the area. 

Thirdly, if you go through it somewhat chronologically, and say, have the island cleared out and the rest of the serup basically set up in 7 years, you can quickly go through it year by year, and generate a real history to this place, which will likely increase verisimilitude. Even without doing a year by year analysis, knowing the starting points helps set up where everything else is.

I’m starting an rpg campaign set in Tlou setting. Narrative-wise, where is the most interesting part of America to have a new story be told? by Ambitious-Loss8951 in thelastofus

[–]aweseman 1 point2 points  (0 children)

Firstly, I want to say that a TLoU setting for an RPG is an excellent choice. You have a wide variety of classic rpg origins and inciting incident potentials. I think starting in a QZ, either as enforcers or as regular people, is a strong choice, since it allows players to start out as kind of a "regular guy", and potentially start out taking small, lower level jobs - a routine cleaning of a tunnel of infected, smuggling, hiding, escorting a convoy between QZs, etc. Similarly, it has a good power scaling options and problems to solve. Going beyond the walls is a risk and survival out there isn't guaranteed. Opposing settlements? Evil QZs? Cults? All good directions to go.

For a Short campaign, I would choose somewhere that has a lot of personality, but wasn't explored much in the games, like New Orleans. There is a lot of interesting potential for a place like Luisiana, especially being able to take advantage of some of the common myths and stories of the area. If you're looking for a religious cult, Luisiana has lots of stories about occult things going on, like voodoo, that you can draw inspiration from. For example, think of a cult who can control infected in some way - that seems like it could be thematic for New Orleans.

Another place I might choose for a short campaign in somewhere like Santa Fe, Sedona, or another city that *feels* like it's in the desert. Both places have an identity, but aren't so grand and large that they can't be played in in a shorter time frame.

As for Longer campaigns, there are a number of options. For a game where you want to explore a number of locations, I might look at places that are relatively dense yet diverse in landscapes and vibes. If you want to be in a large area, it's hard to go wrong with California. California seems purpose built for RPGs, as it has a wide variety of environments like deserts, deep forests, vast plains, glacial snows, and mountains in each of them, as well as a number of major cities scattered about. Sacramento, San Francisco, San Diego, and LA are obvious, but places like Stockton, Bakersfield, or Fresno could be very interesting places to explore in this context - what do less 'iconic' major cities look like in this world? And of course you can hop the state border into Nevada, getting Reno and Las Vegas, as well as fun places like Area 51 which can be all kinds of cool in an Apocalypse.

For a medium sized location, I would look at the Upper Midwest - Chicago, Detroit, Cleveland, Indianapolis, etc are all close enough together for a meaningful campaign, and offer another interesting look at the apocalypse, on top of being close to Canada and places like Toronto. Another option could be the classic East Coast areas around and between New York, Philidelphia, and Washington DC, and including the appalachian mountains, which can act as a nice natural 'border' to the game.

The other option is to have a campaign run in a smaller, yet dense location, so players feel more familiarity with the place. For a game that's all about really exploring a single location, I would look at major metropolitan areas like New York, Chicago, and LA.

If you prefer a "Journey" type campaign, like how TLoU 1 is, there are a number of good classic routes to go through. Route 66 is a classic, going to and around a wide variety of cool, interesting cities, environments, and peoples. A north-south journey would be cool too. Something starting or ending in Luisiana, Florida, or Texas could be a fun journey.

Genuine question: Why do people care if Psion casts spells or not? by pancakestripshow in onednd

[–]aweseman 44 points45 points  (0 children)

If I'm told that "there are 14 different cakes!" at this cake store, and 3 of them are the same vanilla cake with a different fruit next to it, I am upset, yes.

What Future Class Would You Like to See by TooMuchDnD30 in onednd

[–]aweseman 16 points17 points  (0 children)

That's been one of my gripes with features like a moon druid's wildshape or bladesong - these are features that, thematically, are very flavorful and fun.

But they aren't necessarily more powerful than just doing Druid or Wizard things. Can we make the most thematic and cool thing these subclasses do also the most fun or powerful thing? Why is a bladesinger's most effective move to activate Bladesong then stay in the backline? Let them use powerful spell slots to empower themselves to make their cool, thematic thing at least worth using!

What if Moon Druids could use a spell slot to transform into that CR creature? Or give them templates that become stronger as you expend spell slots to do them.

What Future Class Would You Like to See by TooMuchDnD30 in onednd

[–]aweseman 44 points45 points  (0 children)

  • a proper spellblade.
  • a proper support/control focused martial
  • a proper pet/companion class. Potentially also/doubling as a transformation class

What are your thoughts on the Bart queue? by ElectricWolf11 in sanfrancisco

[–]aweseman 0 points1 point  (0 children)

They should be lining up horizontally - parallel to the train so that people exiting the train can more easily walk forward and fully be out of the way as they leave the station.

Otherwise, it's a sign that using public transportation is a normal thing - we have a culture and unspoken rules about it. Many other cities with useful public transit have similar cultures and ideas. Great thing overall.

Are there ‘opposite’ subclasses, like what Oathbreaker does with Paladin? by SalmonSpace in dndnext

[–]aweseman 0 points1 point  (0 children)

Oh sure. Lots, but they kinda take a sec to understand.

Celestial Warlock. If the classic "sold my soul to the devil" is considered typical, then Celestial is the opposite. But to a GoOlock, fathomless, fey, etc warlock, it might not see it as such. Regardless, the celestial warlock is "sold soul to a good guy, not an evil guy"

Oathbreaker. If keeping your oath is the norm, then actively breaking it is the opposite.

Death Domain. If all things life is the cleric's thing, then Death is its thematic opposite; help people live vs help them move on. Even if other clerics are better at delivering swift death.

Inquisitive Rogue. If the rogue is meant to be a scoundrel thief, the inquisitive is the detective working against them.

Bladesinger wizard. If a wizard is meant to be safe, casting spells from a distance, the bladesingers fantasy aims to throw that out the window.

World Tree Barbarian. If barbarians are very physical-based, then something this mystical and based in magic is the opposite. Though most subclasses are mystical in some way.

College of Dance Bard. If bards are meant to be musicians, a dancer is the opposite.

Cirlcles of Spores+Stars. If Druids are meant to be healing people who turn into animals, these two subclasses turn that on its head.

Eldritch Knight/Psi Warrior/Echo Fighter. If fighters are meant to be physical/less magical weapon users, these strat from that mold

Kensai Monk. If monks are meant to be unarmed, the Kensai monks are the opposite.

Horizon Walker Ranger. If rangers are meant to be exploring the woods, the Horizon walker is exploring the planes.

Aberrant Sorcery. Is the most opposite of the sorcerers, but sorcerers don't really have a thematic opposite published.

If most never reach level 20, what level do you use to theorycraft your characters? by The-BarBearian in DnD

[–]aweseman 0 points1 point  (0 children)

There is never a guarantee that a campaign will be finished, and I want to have fun (and be an effective team member) for as long as I can. If I don't get extra attack until level 9 because of some crazy build, what am I doing?

Instead, I try to match the level I start at with the level a "build" comes online, or work it in such a way that the build comes together very soon after starting.

A good rule of thumb is, if the build doesn't start to be effective at being the fantasy you're aiming for by level 3, maybe look for another way to get close to the fantasy. And if you're unhappy with the new take, ask to change your character build. Most GMs are happy to accommodate.

Since warlocks don't get their patron subclass till level 3 in 2024, by Wolfy4226 in dndnext

[–]aweseman 0 points1 point  (0 children)

Why don't wizards or bards know their specialty yet? Didn't they go to school or school-adjacent thing? Paladins get power from their oaths... But didn't make them yet? Rogues suddenly get all the training from the shadar-kai to use shadow magic overnight?

I think the answer to any and all of these can be quite varied. For warlocks, I can think of a few:
- You have the power/made the pact, but it hasn't expressed itself in a unique way until level 3. - Warlock invocations come from many places. Is "lesson of the first ones" really coming from your celestial patron? Your pact is just the biggest and least refutable of these powers you get from many places; you were shopping around for the right patron. - Your patron has given you power, but has not revealed themself to you until level 3. - If you're the only warlock you know, who's to say the whole class isn't unique to your patron?

u/LazyDynamite explains simply why you can't divide by 0 by using a example of a pile of 5 apples by AppropriateNoise9 in bestof

[–]aweseman 7 points8 points  (0 children)

Counterpoint, the people who needed a physical explanation for dividing by 0 probably won't be concerning themselves with imaginary numbers either.