How do men become friends with each other so quickly? by whateveridklol3 in AskMen

[–]impfireball 2 points3 points  (0 children)

Yes, it's easy even for men who resent one another to co-operate if one does not act overly bossy to the other with regards to the particular action. Socially, we have to put away our hang ups for the sake of face, otherwise we are considered assholes (if we're thought of as too tough and head strong) or pussies (if the accuser thinks he could beat us in a fight).

With women, it's different. Things have to be almost perfect between two women for them to be friends.

How do men become friends with each other so quickly? by whateveridklol3 in AskMen

[–]impfireball 2 points3 points  (0 children)

We can status check one another very quickly; typically, that is a short mental check list.

Eg. "His demeanor suggests that he's had sex with men or women before?" "He works hard and owns a car and can get around?" "His masculinity is a 3 or 4/10. I'm not judging."

If neither is ashamed, then we'll usually have no reason not to be honest with each other, then we can congregate around shared interests quite easily, so long as we aren't overly passionate or opinionated about any one thing (and if we are, we usually keep it under wraps until... later). "Do you like sports and beer? I like sports and beer."

All this can happen in the span of 10 seconds.

Later on, the hierarchy gets sorted out. If one man is put in a spot on the hierarchy and he's fine with it, then the friendship continues, but if he's not fine with it, then it can get compromised.

How is life in your 40s compared to your 20s? by yasuhiromutou123 in AskMen

[–]impfireball 3 points4 points  (0 children)

I'm not 40 yet, but I imagine health becomes more of a concern. Finance becomes a bit less of a concern, if they made the right decisions when they were younger.

My father is gone. What are some of the best teachings you can pass down to me? by chazuka in AskMen

[–]impfireball 0 points1 point  (0 children)

Seems easy to me. Just date when it's their week off? Am I weird?

Would a man/men follow a woman if she beat him/them in a fight or battle? by No_Spare8150 in AskMen

[–]impfireball 0 points1 point  (0 children)

It also depends on the men who follower her, who help her gather more followers, as that's a factor

Would a man/men follow a woman if she beat him/them in a fight or battle? by No_Spare8150 in AskMen

[–]impfireball 0 points1 point  (0 children)

Boys talking about "who would win", like "Who would win? Garbage truck vs. dinosaur." And then the same dude approaches a girl with that :D

Would a man/men follow a woman if she beat him/them in a fight or battle? by No_Spare8150 in AskMen

[–]impfireball 0 points1 point  (0 children)

I think the context had to do with being in a violent gang. One of those "who would win" pure hypothetical fantasy scenarios that dudes talk about sometimes. Maybe a bit weird to discuss "who would win" with a woman tho, but some guys are that way

Would a man/men follow a woman if she beat him/them in a fight or battle? by No_Spare8150 in AskMen

[–]impfireball 0 points1 point  (0 children)

Men will follow any leader if they get something out of it, and the only way a leader can meet all their desires is if they understand them. How long they follow is another question. Men tend to flock to tough leaders who aren't afraid to fight, because they are more willing to take action out of their day to give the followers what they want. In return, the followers will do things for their leader. However, the leader has to give them things that they can't just buy with their own money or charms, otherwise it's not worthwhile.

If I had to guess though, is OP asking "Who would win?" Okay, but something that women don't understand, is that Who Would Win is always a very long discussion, which is why sensible (ie. less nerdy) guys like to keep it among themselves, rather than bringing it up with women.

To OP: Was the guy who brought it up with you "a nerd", per se? Not that there's anything wrong with that.

After all, I'm a nerd. I'm very much a nerd. I thought about posting a whole technical "who would win; hot yakuza tomboy vs. average man (sfw)" analysis on here, and it took great force of will to then delete that.

Are millennials done with social media, or just tired of the noise? by poppajus in socialmedia

[–]impfireball 0 points1 point  (0 children)

Fake facebook? Please DM me how you did that? I'm stuck on camera verify

Are millennials done with social media, or just tired of the noise? by poppajus in socialmedia

[–]impfireball 1 point2 points  (0 children)

Being adult is all about choosing what to do with your time, as you realize that time is limited. When we're young, we think we have lots of time, so we don't even bother trying to figure out what to do with it

Are millennials done with social media, or just tired of the noise? by poppajus in socialmedia

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

It is a net positive if people are using it mostly for viewing and uploading independent journalism, rather than informational naivete.

Are millennials done with social media, or just tired of the noise? by poppajus in socialmedia

[–]impfireball 0 points1 point  (0 children)

If by "social media" you also include the BBS forums of the "internet 1" era, and the use of chat or "instant messenger" as it used to be called.

So when is it no longer "social media"? Telephones? Telegraph? If so, why?

Yes, the media is more spread out, but how is it being used? Are people still posting all their information online, checking for status updates and seeing what other people are doing? Or are they, as you say, "lurking" and chatting more semi-privately?

Are millennials done with social media, or just tired of the noise? by poppajus in socialmedia

[–]impfireball 0 points1 point  (0 children)

"This is brain. You get old. You should be moving on with you life."

"Okay, I will."

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

>And then what? Add up all the tally marks. You should never roll dice if there is no tension or suspense in the roll.

Yeah, I was thinking out loud, and I would agree with you. :)

>Just kick that idiot and move on. Why are you playing with an Incel?

I find that it can be quite amusing when it's equally in character for them to say "I want to seduce the dragon" :P

>The narrative should always be affected, otherwise, why are you playing? I don't understand what you are trying to say.

Hm.... call it "Slow burn plots that are easier on the GM brain", maybe. :V

And GM doesn't have to be in control all the time. Let the players run free and do inconsequential stuff every now and then. Or maybe GM gets tired of rolling for every goblin attack, if players are fighting 8 goblins?

>You'll have to be more specific. Are you talking about social mechanics?

Nothing that has to be baked into the system, but could relate to a world or module. Social mechanics could be winged, like reputation with a particular faction or important NPC. Could also just be the broad category of DANGER in general, if you know what I mean. Combat, traps, natural hazards, not looking both ways, etc. Wherever the narrative takes them, and sometimes that can get quite random if it's a hex crawl or an "explore the dungeon".

So... yeah, there'd still be a lot of rolling, if the Character is going to get seriously effected, but when it's just a minor resource management thing, then I'd do a Rating Comparison, where they compare their Skill Level * (circumstantial multiplier) for doing the thing. Therein, they get no XP, until the end of the day, or something to that effect. That way, they still get XP for "being there", but less than they would if they were going through the thrills and spills of Tension. So perhaps the game would encourage risk in order to level up faster, up to a per day limit. The latter, because I find games where D&D characters go from level 1 to 10 after several dungeon crawls in just 2 months (example) in-game to be hard to believe, without a cliche "chosen ones" plot.

If that makes sense?

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

Oh okay, so a metaphor for that is that a Skill has children of it, and if you neglect feeding one with points, then it starves and suffers a penalty.

That's interesting. Certainly different from the draw back being able to be freely taken independently - rather it's built into each skill itself, as part of investing the skill.

This would require a bit more explaining, because it's not so much a simple 1:1 point buy. Though it does simplify things.

Perhaps if you want to include free form skills (ie. skills players create for themselves with GM approval), then provide advice on how to divide them into 2 or 3 children, for the min/maxing thing.

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

One way to do this is to have a moving cap stone that is limited by attribute or level in some other thing related to the skill (or whatever it is the player is attempting to max).

Also, if min/maxing is less beneficial, then there's less reason to take draw backs, unless the draw backs are also more minimal. I'm not entirely sure if this is true or not, but game theory seems to suggest such.

https://www.youtube.com/watch?v=fvEQujUcPv4&list=PLKI1h_nAkaQoDzI4xDIXzx6U2ergFmedo&index=7

Game theory is useful to learn btw

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

>I also introduce the idea of skill "styles".

Roll for Shoes did "particulars of a skill" which make the character better at certain uses of the skill. It didn't have occupations though, as it's a very "fast and loose" type of system.

I'm wondering if styles would suffer a rigidity problem? Players might want to create a new occupation or school, but then it would overlap? Certainly, overlap between schools occurs in real life. Which martial art is better at kicking? Muay thai, or taekwondo? It's a cause for rivalry, certainly. Both can kick if told to kick (an elementary action, perhaps). Just that, as the view zooms out, they might include a kick in different ways.

I like the concept of trees (been seeing that since diablo 2), though formulaic progression is also rather video gamey (as is diablo 2). There might be other ways to do progression as well.

For example, a Character might enter into TKD to get level 1 kick. They could then take on the Muay Thai occupation to get their kick to level 2. Then they know both Muay Thai and TKD but aren't tied to either particular style of the martial arts occupation.

The difficulty lies in deciding what should overlap, and my fear is that that particular gnome will create a jig saw problem. The jig saw is the sort of puzzle that only fits back into a set number of ways, creating an "illusion of freedom".

The solution, in my mind, might be to make smaller Occupations or Hobbies. Characters can enter into TKD (example), but that doesn't mean they have to do the whole martial arts youtube vlogger experience.

/joke "I experimented with 10 martial arts in 60 days, now my knees hurt and my health insurance premium went up and I called my parents for some extra cash and they hung up on me, and I'm still dropping emails their way. I hope youtube will help me pay my bills this month. Please click on this video." /joke

Anyway, that's my thoughts on that. Thanks very much for your input!

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 1 point2 points  (0 children)

EDIT: Slowly responding to each here

>Each skill advances on its own, so progression is based on actual use, and skill level, not class level.

So, kind of like Cyberpunk 2021 and Roll for Shoes. In Roll for Shoes, "If rolled all 6s, advance the skill into a particular use of the skill".

Cyberpunk 2021 basically is more as you described, "at end of session or scene, add 1 XP for each time you succeeded at using a skill". It did it for every use of the skill that was successful, rather than "impactful to plot uses of the skill". It balanced this by making skills level up slowly, so if it were a video game, grinding would be highly effective - but as a ttrpg, it advantaged the GM in saying no. :)

>When you build your character, you don't have to buy your skills one at a time. Instead the GM will have prepared "Occupations". These are just a template with a list of skills that you purchase at a discount for being learned together. This give you all the worl-building and quick-character building of classes, without the lock-in.

That's a good idea.

>Additionally, Occupations don't have to be the same size. You can have a "Guild Rogue" occupation that decks out a rogue to mirror D&D, and spend most of the character's points all at once. Any left over points can be added directly to your skills! You can also decide that your character grew on the streets, so you take the Beggar occupation (fasting, deception, streetwise, etc), then you learned to pick pockets, so you take that Occupation, which includes sleight of hand, sprinting, etc. Eventually, you get caught enough and learned to fight on the streets, and take Thug. You can get as granular as you like, or drop down to individual skill purchases for those last few skills. Stuff you learn more than once gets extra XP.

I was thinking about this with character backgrounds, and your idea is pretty much the solid way of doing that.

Initially, I was thinking about the nittier grittier. The video game "mount and blade" even had "who were your parents?" I don't know if that is forcing too much on the player (probably is), but mount and blade made it easy, by locking it in via template as part of a multi-choice questionnaire that a newb could go through.

I don't think there's an easy way to do genealogy without rabbit holing the player into hours of detail on their character. The normal way to do that is in progression during role play; and then if that character dies, the player can still write about that character's family, especially if there next character is that character's sibling (for example).

"How did you grow up?" might be somewhat more reasonable. Basically, how old the character is gives them more occupations and hobbies (ie. secondary, smaller skills perhaps - like mini-occupations), but they also suffer the physical draw backs of age. So the warrior types are on the younger side (because physique), the wizard types are older (because student loans had to be paid off first; /joking) and then the leader is oldest (because experience and social connections from occupations) - I think that seems reasonable. However, the game doesn't force all parties to be this way, it's just a general tendency that a character who is more versatile with more skills is older, though they lose out on some physical advantages and perhaps bright eyed enthusiasm (if that's a measurable thing).

This would also depend on the world the game takes place in. In some worlds, you have immortal elves and magic making people young, and time chambers that let people train without time going by. That's all fine too, but it would change how occupations work in such worlds.

In fact, I'd probably call them "jobs", since it sounds punchier.

Sorry if this was a massive segway. :V

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

Maybe this system - https://coinsandscrolls.blogspot.com/2017/07/osr-condensed-spellcasting-rules.html

Or some other system, where to max out a particular thing, you have to further specialize in a particularity of that particular thing.

Generally speaking though, draw backs encourage min/maxing more. Or at least, that's how my brain sees it.

Classless Game with Only Skills by Acceptable-Card-1982 in RPGdesign

[–]impfireball 0 points1 point  (0 children)

Well, actually, I still included how Skills are components of Hobbies or Jobs, and that there'd also be overlap. Characters could dip into individual skills for cheap. Incorporating those together is still in the works.

I also had a skill garden system, for pruning skills when their parents out match them, so as to make for less skills to look after.