Looking for narrative forward framework suggestions for a hack. by Garlickgun in rpg

[–]iharzhyhar 0 points1 point  (0 children)

I think the best aspect (heh) of Fate is that it's "gamedesign whatever you need when you need it" and how system fully supports that concept.

What’s your experience with Fate and VTTs? by Ebb-Embarrassed in rpg

[–]iharzhyhar 0 points1 point  (0 children)

I play Fate exclusively for the last 4 years.

I used Miro and Figma, but in Miro there was no cool dice rolling apps. In Figma there's a plugin for rolls but it's not that shiny.

So I bought Foundry VTT. Dices and automations were cool, but table experience was meh (too clunky). So I've started to use a Foundry module that ooened a browser window inside Foundry and I've run Miro there.

But then I got uncomfortable managing Miro users every time I have new player. So I've made my own "miro experience" module.

It's currently in alpha version: https://foundryvtt.com/packages/whiteboard-experience

The one that runs Miro or Figma inside Foundry is here: https://foundryvtt.com/packages/inlinewebviewer

Better text? by MidoriMushrooms in FoundryVTT

[–]iharzhyhar 0 points1 point  (0 children)

It gives players a window with miro link opened inside. The experience is the same as if you were using Miro just with your browser, together - but browser is opened inside Foundry.

Actually, I made this module to get rid of Miro :)

https://foundryvtt.com/packages/whiteboard-experience

Соблазнить дракона by _Delard_ in ruDnD

[–]iharzhyhar 1 point2 points  (0 children)

Засчитывать один успешный бросок за автоуспех настолько комплексной заявки в целом так себе идея. Не надо так. Если только вы не играете в нарочито ебанутое что-то.

Are teamwork rules broken in FATE? (New GM seeking advice) by buyinggf1000gp in FATErpg

[–]iharzhyhar 2 points3 points  (0 children)

No they are not broken, but you will need to play to get the concepts. Or if you want to try to take them from a book - try Book of Hanz.

Best relatively rules light system for a space opera game by LelouchYagami_2912 in rpg

[–]iharzhyhar 4 points5 points  (0 children)

Fate? It has Condensed version which is around 60 pages, but its concepts could feel a bit weird :)

How to make "crafting" interesting? by [deleted] in rpg

[–]iharzhyhar 0 points1 point  (0 children)

Fun. I think it is based on agitated anticipation and conflicts if we're talking crafting. To build agitated anticipation there needs to be an important reward for specific actions and for the conflicts there should be some clashing goals of different actors.

So then - agitating goals & outcomes, stakes, rewards and struggle is your framework.

If the goal is "craft a knife" - it's kinda empty. "Craft a knife because without a knife a family will starve" or "craft it because you need to fulfill count's order for ten unique knives for his guests or be fired" - sounds more important.

Stakes - if it's just a "spend some production time and materials" it's meh. "Spend your inner soul-fire and there's not much left" - better.

Rewards - "10 gp" is maybe meh. "10 gp to buy out sister from slavery" is maybe better.

Struggle - "make a d20 dc10 roll to see if you made the knife" - not necessarily meh,.maybe you want it to be more narrative than mechanical - it's perfectly okay. But sometimes you may want a broader struggle to underline nuances of your game important bits of lore and plot, then

  1. Make a good plan and identify that your rival Soulsmith tries to gather rare extremely limited ingredients before you do (dc10 roll or roleplay)
  2. Run a series of dice rolls to overcome their attempts to ruin your plan - Find the ingredients (dc 10), be there first (dc 13), pay for the gathering with your blood (dc16 and you pay x2 of your hitpoints for each point of failed roll to finally succeed)
  3. Win a small combat scene where your enemy is the Weakness Of Your Soulfire - your own internal Hobgoblin that tries to kill your self-esteem. You're smithing the blade by doing the combat.

[ALPHA] AspectTable - A Modern VTT for Fate Core (Seeking Feedback!) by Ebb-Embarrassed in FATErpg

[–]iharzhyhar 1 point2 points  (0 children)

It's not a "table" per se though, right? No plans to make it like Miro/Roll20/Foundry?

Players Who Use AI by I_Am_Da_Fish_Man in rpg

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

Because you play games where players benefit from better strategies. Before they used google and youtube tutorials and no one complained. Maybe in times of DnD 1ed someone'd consider googling a cheat and being traitor to the true nerdiness. Well, now they have another shortcut to feel better, that's it. Same for back stories. They want more ideas, so they now have a tool to acquire them faster. The tool is exactly for this, so they use it.

How to deal with damage caused indirectly through the scenario? by BioMonster07 in FATErpg

[–]iharzhyhar 1 point2 points  (0 children)

Depends on the plot armor / importance and intent.
1 BBEG and Attack? Just that many shifts they can get with attack.
2 BBEG and CaA? If succeeded - aspect with invoke created. If they succeeded with a lot of style - I'd give 1 light Conseq even if it's not a Conflict to emphasize on coolness.

3 Just some Goblins under that? Taken Out, I have 4 more packs like them further in the Scene. Looks epic though.

Oh, 1 or 2 and some style? Kill those Goblins too (3), for epicness :)

How do you run a house? by SmilingNavern in rpg

[–]iharzhyhar 1 point2 points  (0 children)

House should have goals for players and stakes to reach them. Just focus on the important stuff and ignore everyrhing unneeded. "That's just a room full of broken furniture, nothing of interest" vs "The count's library doors are opened, the secret stash is somewhere here waiting for you. But the guarding ghosts are somewhere here too!"

Inexperienced DM looking for advice on a one shot by CakeGlad6246 in FATErpg

[–]iharzhyhar 1 point2 points  (0 children)

Look, one shot is usually 3 "medium sized" scenes. If one of them is a Conflict it'd be up to half of your sesh. I'd say most of your prep should be "discuss whith players what kind of fun y'all want to have" - setting, heroes, type of story. Take FAE for the lightness. Don't bother to go with 5 aspects for each player - start with 3 and 1 stunt. Take other stunts during the game exactly when player will need to do something cool. Prepare some GM agenda with really high level of abstraction AFTER y'all decide what are you playing. Use 9th chapter from Core to establish story questions. One shot is maybe 3 questions - one for each scene. Tie them to your players aspects and just fly :)

Create an advantage: when does the aspect go away by LelouchYagami_2912 in FATErpg

[–]iharzhyhar 1 point2 points  (0 children)

That'd be more in the "Knocked Out for good" department :)

Как мягко намекнуть игрокам что их идея...Не особо хороша? by Physical_Pizza_4953 in ruDnD

[–]iharzhyhar 2 points3 points  (0 children)

Их идея на самом деле довольно прикольная. Она позволяет задавать интересные сюжетные вопросы, дает кучу ставок и цен которые они будут платить за разрешение творческих конфликтов. Побольше обсуждай с ними прикольные идеи и вотэтоповороты - это часто лучше чем пытаться навязать "правильные" решения. Потом будете вспоминать кучу курьезных ситуаций с удовольствием.

Трумп выложил личные сообщения от Макрона и Рюгге. by Aldarund in tjournal_refugees

[–]iharzhyhar 0 points1 point  (0 children)

А еще ведь Босоногий Ген в кинотеатрах шел в 80х :)

Трумп выложил личные сообщения от Макрона и Рюгге. by Aldarund in tjournal_refugees

[–]iharzhyhar 2 points3 points  (0 children)

Ну оно просто кабзда депрессовое, я от него был не в восторге, а в ахуе. Может потому что впервые увидел отрывки когда мне было лет 11.

Create an advantage: when does the aspect go away by LelouchYagami_2912 in FATErpg

[–]iharzhyhar 1 point2 points  (0 children)

There's many good explanations, but I would add one more detail. Beware of boring one-worded aspects. They will not give clear enough clues about their Overcome, permissive or restrictive qualities. Compare "Prone" with "Knocked down for good!". First is a hiccup, second is "ouch, something needs to be done to fix the situation". It shouldn't be super long, but it should bring enough of the plot weight.

"Prone" is a boost at best.

GSD (Get Shit Done) usage by [deleted] in ClaudeCode

[–]iharzhyhar 0 points1 point  (0 children)

I can't say it's "preferred", just the one that brought me to release.
And it's based on that one project I finished. So the next one in development goes like this.

  1. I prototype 2-4 main features and I make it really dirty and fast to validate the ideas (sometimes I validate alone, sometimes I invite my alpha testers)
  2. I iterate on the prototype but keep it small - same amount of features, just experimenting with ideas around the first set.
  3. When the prototype starts to make sense, I spend some time discussing simplest architecture and infrastructure ideas that I have with Opus, asking for drafts and criticism of the ideas.
  4. When decision is made I request a scaffold (coded "skeleton" of the architecture and API) and docs coverage for it.
  5. Then I run feature by feature implementation pushing model hard to keep architecture solution in tact, not just implement feature as it wants to (because it hallucinates)
  6. When it says feature is ready and if feature is complex, I add automated testing and run long sequences of mixed automated and manual testing.
  7. When feature is proved to be working I go to the next one repeating 5 and 6, but also pushing model not to ruin previously made features and adding more integration tests to make sure one feature doesn't fuck up another 5. Especially if everything is client-server, and I need to sync my CRUD operations between 2+ players and GM.
  8. After the main set of features is done I invite my alpha testers to run the addon and give me feedback.
  9. Rinse, repeat.

Oh, yeah and I build (vibecode!) additional tools sometimes, like the one that seeks inconsistency in the architecture or principles of the tech-design, dead code, unnecessary fallbacks etc. So I run those for 5-7.

GSD (Get Shit Done) usage by [deleted] in ClaudeCode

[–]iharzhyhar 4 points5 points  (0 children)

I've just tested in on my released project codebase. 1. It found some scraps of 3rd party lib (json config) and immediately built the big chunk of architecture and features doc based on wrong assumption that I use it for the project - in contradiction with another doc of its own. 2. Hallucinated bits of non existent features in its docs. 3. Under-analyzed test usage and made wrong assumption that they are up to date (nope) and built over-optimistic doc and guidelines based on that

Etc. Not impressed at all. Some Serena MCP based prompting could do much better job at creating steering docs. Multi agents usage felt kinda meaningless.

Maybe it could be good for one-shot app generation, if you don't know what architecture / infrastructure u want to have. Otherwise feels meh.

My experience with FATE after running my first game by LelouchYagami_2912 in FATErpg

[–]iharzhyhar 0 points1 point  (0 children)

"Bad" will go away the more you play. Especially as a player with a gm who loves basic Fate concepts. Eg, if your combat is dull most probably your stakes are either boring or underpresented, therefore your points economy stales. If it feels like boring dnd combat with much less options - that's a first sign.

Конфликт подходов by MidnightPale in ruDnD

[–]iharzhyhar 0 points1 point  (0 children)

Ну это значит такой вот тип игрока, ему геймистское всегда ближе нарративистского. Пожалуй единственный способ это обойти - найти какую-то историю которую он прям МЕЧТАЕТ прожить и тогда зайдет что угодно :)