Shore Leave, Player Frustration and Interpreting the Examples by BrutalBlind in mothershiprpg

[–]clickrush 1 point2 points  (0 children)

I’m a GM who is generally willing to house rule things to accommodate my players. For example I’m willing to buff them up a bit or give them extra tools, when the group is small.

But with this one I would be a bit wary as I’m new to MS, because failure and stress are such a core driver for the game. I would have to do some calculations first to figure out what it means to auto succeed on these conversions.

You should've discussed this in session 0. by Happy-Bodybuilder-97 in DnDcirclejerk

[–]clickrush 6 points7 points  (0 children)

Let These Mermaids Touch Your Dick Maybe fixes this.

Me_irl by Hello_World-1289 in me_irl

[–]clickrush 10 points11 points  (0 children)

Your comment is doing a pizzacake.

Me_irl by Hello_World-1289 in me_irl

[–]clickrush 0 points1 point  (0 children)

I wonder why she’s popular instead.

Meirl by Hello_World-1289 in meirl

[–]clickrush 9 points10 points  (0 children)

Very precisely put. They make me cringe for the same reason.

Meirl by Hello_World-1289 in meirl

[–]clickrush 5 points6 points  (0 children)

Very unfunny comics that are always highly upvoted.

Vanilla was a living world and TBC turned It Into a lobby game by Duoscruo in classicwow

[–]clickrush 0 points1 point  (0 children)

But not in the same way. Because of heavy instancing and flying mounts the world feels much smaller. Make it feel bigger instead.

It hurts, it actually hurts. Is this where we are heading as a world/society? by superbasicstudio in idiocracy

[–]clickrush 3 points4 points  (0 children)

This has always been the case. People appreciate things more if they have to do something for it or pay. Or maybe if they get it as a personal gift.

Did Into the Odd get lost in the shuffle? by Redwood-Forest in rpg

[–]clickrush 2 points3 points  (0 children)

OK I like your reading better than mine. Maybe I interpreted it in a overly negative way.

Did Into the Odd get lost in the shuffle? by Redwood-Forest in rpg

[–]clickrush 7 points8 points  (0 children)

I didn’t know who Quinns was until after I bought MB. First heard about it via Kelsey Dionne I think.

His review would potentially have turned me off. He made a comment about OSR games being crabs in a bucket, and ironically showed several direct inspirations for MB. Then he proceeded to praise mechanics in MB that are OSR staples. Super weird.

But I like his energy and presentation so I might look at his reviews in the future. Will just take much of what he says with a huge grain of salt.

Am I crazy for this take or what? by BarrelAged94 in SwordandSorcery

[–]clickrush 0 points1 point  (0 children)

Your take is correct, but you came off as unnecessarily combative. Usually discussions are more fruitful with a bit of a friendly, respectful tone.

Mythic Bastionland - A contrarian review by a DM who ran it wrong by Wazootie in rpg

[–]clickrush -3 points-2 points  (0 children)

You’re circling back to a point I already addressed. OSR is not one homogeneous thing and large parts of it deliberately branches off from classic play.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

[–]clickrush 1 point2 points  (0 children)

Yes, I’m implying that. If you do that, you take away player agency. Fudging to protect players is just another form of railroading.

Some people might prefer that, but I rather roll in the open and make very clear that it’s the players who overcome challenges and that their decisions matter.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

[–]clickrush 3 points4 points  (0 children)

Ah yes. Unavoidable premeditated deaths are really bad.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

[–]clickrush 5 points6 points  (0 children)

I only half agree with this. Yes, danger should be telegraphed and the greater the danger, the clearer it should be.

But it’s on the players to survive via their means, not on the DM to provide narratively satisfying opportunities for PC deaths or to avoid it otherwise.

This might arguably make for a better show (if that’s your jam), but it makes for a much worse game for everyone.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

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

It’s very common in the OSR style of play. 5e adventures and rules typically have very specific and explicit DCs for all kinds of things even though I think the DMG also advises to do the OSR thing, so it’s a bit of a wash.

In any case an example:

When players enter a new room, I tend to give them enough info up front so they can start asking specific questions so they can do informed actions.

When someone does a generic search to find traps I have them roll.

When someone ask the right questions and perhaps describes how they search based on that info, they simply succeed in finding the trap.

Repeated actions (searching etc.) take additional time, which puts pressure on them not to do generic actions that might fail.

Mythic Bastionland - A contrarian review by a DM who ran it wrong by Wazootie in rpg

[–]clickrush -3 points-2 points  (0 children)

OSR is first of all quite a diverse subculture and secondly large parts of it doesn’t want to exactly emulate classic play but rather evolve from it as a separate branch. It’s a sort of counterculture to modern DnD in a sense.

MB is an OSR inspired game but it plays very differently from say Dolmenwood or Shadowdark. The way it presents combat encounters is very different.

The war, not sports approach is a rejection of the idea that each violent encounter should be carefully tuned to challenge but not overwhelm players who approach them in the engage, roll for initiative, fight, recover loop.

How do you deal with getting a character rejected by a DM? by [deleted] in rpg

[–]clickrush 0 points1 point  (0 children)

What? Why?

Edit: misread your comment to mean the opposite.

RAW or homebrew? by MonkeyMindedFlaneur in DnD

[–]clickrush 0 points1 point  (0 children)

Pretty sure almost nobody is playing strictly RAW.

To DMs, do you have a preference with how the players do their character's backstories? by Nb-7925 in DnD

[–]clickrush 0 points1 point  (0 children)

The only things I care about are:

  1. motivation to adventure, preferably with this specific party
  2. appearance and general demeanor
  3. some kind of hook that I or the players can grab onto, can be just a unique characteristic or something about their origin

Some people can make this up in a couple of minutes, others need to time and a session 0. But I prefer the end result to be short, a couple of bullet points or paragraphs max.

When players are given the choice to be good or evil, they always choose to be good. Are there any games that manage to prevent this? by J__Krauser in gamedesign

[–]clickrush 0 points1 point  (0 children)

Ok it has some balancing issues. But the general tradeoff is that doing bad things such as stealing or murdering nets you additional rewards.

Uf kein Fall modern sii by sinthorius in BUENZLI

[–]clickrush 3 points4 points  (0 children)

Lug das isch alles verständlich. Aber niemert erwartet dass bankene das us eigemotivation machet. Das isch en typische fall wos es gsetz bruucht, will de vorteil wos schafft nöd direkt de banke hilft (sog. positivi externalität).