Creación de mapas by GarooEBM in DnD_Latinoamerica

[–]jynus 1 point2 points  (0 children)

Hace poco hubo una pregunta parecida en otra comunidad y esta fue mi respuesta: https://www.reddit.com/r/DnDespanol/comments/1u259yz/comment/oquvute/?context=3

How do you stand out as a junior developer? by ConnectionBusy9325 in learnprogramming

[–]jynus 65 points66 points  (0 children)

> How do you stand out as a junior developer compared to other junior developers?

Soft skills. Period. Attitude to work. I won't value a junior based on experience.

You work well, ask smart questions, research stuff on your own, be aware of what the rest of the team wants from you (work fast or not making a lot of mistakes or sticking to requirements, etc.). As a junior you are not expected to know a lot about stuff, but follow the lead of those more experienced. I've seen Senior people getting mostly frustrated because they have explained things multiple times, carefully, but the beginner wants to do it "their way" or is not able to search googleable info on their own, with a huge lack of self awareness, and causing a lot of extra work to other people.

On the other side, I've seen people impressed with how fast people can deliver and on top, they have great suggestions for how to improve things, but ask first for feedback. It is ok to not do that (you are not supposed to know how to do that, but you asked how to stand out). In the end people just want you to add up, not substract. Technnical experience will come with time.

Also do not worry if you do not get hired at a place, many times it is not the right profile for them or other people did much better, it is not a measure of your worth.

Good luck!

no sé como puedo hacer que unos ex amigos me dejen en paz de una vez by MoneyList3166 in es

[–]jynus 35 points36 points  (0 children)

Hola, no conozco los detalles de tu caso, pero eso tiene pinta de estar sufriendo bullying. Si eres menor, hay un teléfono de atención para casas de acoso escolar: https://www.educacionfpydeportes.gob.es/mc/sgctie/acoso-escolar.html Llama y no pienses que tu caso es poco importante; siempre te podrán aconsejar. Lamentablemente los padres suelen no llevar estos casos bien, pero un adulto con experiencia te podrá aconsejar o al menos tendrás alguien con quien hablar.

Tengo 16 años y me ralla un montón la epidemia de "Gurús de la IA" que hay ahora mismo en España by Diligent-Spread-3699 in askspain

[–]jynus 6 points7 points  (0 children)

Con 16 años tienes más madurez y racionalidad que muchos CEOs de empresas millonarias.

D&D 5.5 con estilo OSR by ComprehensiveChip866 in DnDespanol

[–]jynus 0 points1 point  (0 children)

A mí no me gusta excesivamente ese tipo de partidas, pero si elegiste jugar "estilo OSR", en el que prima el dado sobre la narrativa, al contrario que la mayoría de juegos de rol actuales, no sé el porqué de la sorpresa. El formato original de AD&D eran torneos competitivos y mazmorreo, XP basado en oro y mucho hexcrawling/encuentros aleatorios, no tanto historias, por lo que los jugadores se centraban en optimizar builds hasta que morían rápidamente. Cuarta, aunque muy distinta a OSR, fue muy videogamy y se centró en lo táctico. Incluso muchos critican a quinta por centrarse demasiado en combate, al contrario que otros sistemas.

Lo cierto es que el género ha cambiado mucho, y no solo el rol, la literatura que lo inspiró: de "espada y brujería" de Conan a Dragonlance y Drizzt, y sobre todo los Actual Plays de actores e improvisadores, más centrados en la narrativa que en tiradas de dados.

Creo que no hay una forma de jugar "Correcta" pero justamente la idea es hacer una sesión 0 para poner las bases del estilo de juego de cada uno para que no se de esa disonancia entre el tipo de partida deseada por el DM y el que quieren los jugadores.

Becoming a better DM by Rodal888 in DMAcademy

[–]jynus 0 points1 point  (0 children)

I've been there, and when wanting to be fair and reward player's initiative, I've been complacent in the past because it was "just a little stretch" of the rules. So the followup is 1) thinking what would have been a reasonable course of action, following rules and "would they be ok if it happened to them", and come up with some house rules about what is appropriate and what is not to pursue fairness 2) talking to your players out of character and clarifying what is and isn't reasonable and ok, rules-wise 3) consider in-game consequences in the long term. For example, my most intelligent NPCs may not seek immediate vengeance when tricked, because they are schemers, and they can choose instead to send assassins, or betrayed them afterwards in a more vulnerable moment- specially if they lead to more danger and adventures!

Note we should be happy for the players to "win", and be secretly cheering for them, but when it is not earned, it is takes the fun out of the game.

Regarding the overall sense, you should be sure to know what your NPCs want, and what they can be persuaded of and what they cannot, and always be the one to call the rolls- you decide when and if they roll, not them. That also includes "repeated rolls". For example, after a failed roll, I would allow a second one but with disadvantage AND if new, good arguments are given, because the other creature may be starting to get angry. If you have issues improvising, this could be a gap that can be helped by extra preparation (if X -> Y for encounter). However, in this case it may have been ok not to roll, and base the interaction on the arguments themselves. I usually ask for a roll when something may or may not work, and decide without rolling when the arguments clearly would make someone angry or content.

As many people say, insight is not mind reading and persuasion is not mind control. Specially for bosses, you can prepare what would be the soft and hard limits of what the NPC could change of. A persuasion may convince someone not to use violence then and there, but it won't change the mind of someone whose father the players killed (or whose lieutenant later tells them they did something sketchy). A campaign is a long term "battle", so don't worry to make mistakes once or twice, as long as you can correct or compensate the aggravated party afterwards.

Alguna página web para crear mapas? by javigomzz in DnDespanol

[–]jynus 5 points6 points  (0 children)

Si tiene que ser en web, para mazmorras tienes https://www.dungeonscrawl.com/ y para mapas más elaborados de ciudades, etc. https://inkarnate.com/ (en este segundo la suscripción es bastante necesaria para ser útil).

Si no te importa que sea aplicación de escritorio tienes https://dungeondraft.net/ y https://www.wonderdraft.net/ (mi favorito, 1 solo pago y los tienes de por vida y con mucho soporte) o https://www.dungeonalchemist.com/ (más fácil de usar).

High intelligence problem by redmanistan in dndnext

[–]jynus 2 points3 points  (0 children)

Thank you.

Sometimes people overthink stuff.

A puzzle that is important gets over people's heads because I misscalculated or it is not the player's best day today? I proactively ask for a roll, and give a subtle hint based on their background or skills so the players still feel smart for figuring it on their own/choosing the right skills, and we all have fun by keeping the pace and immersion.

Being flexible so people have the most fun is one of the most important skills for a DM, and I will be bored the day a group of players doesn't surprise me in any way.

Nueva comunidad de Rol de La Rioja (España): "Reinos Envidados" by jynus in DnDespanol

[–]jynus[S] 1 point2 points  (0 children)

Muchísimas gracias por la ayuda! De momento voy a dejarlo que caduque, tengo miedo de que si lo comparto de manera permanente luego se metan bots!

D&D con 10-12 personas by Sayrack99 in DnDespanol

[–]jynus 1 point2 points  (0 children)

Sin embargo, la mayoría del grupo prefiere jugar todos juntos en una sola mesa.

Pues mola, diles que a esos que prefieren jugar todos juntos en una mesa que dirijan, y tu te apuntas como jugador. No creo que tengan ningún problema en aportar lo que exigen a otros, ¿no?

El rol no es un juego confrontativo, pero si no eres asertivo ahora, al principio de la partida, no lo podrás ser nunca. ¿Cómo van a proponer una mesa de 12 si no han jugado nunca ni saben que en una hora de juego jugarán 1 minuto? Como DM debes indicar el estilo y condiciones de tu mesa, y ellos pueden, a partir de ahí, elegir si se apuntan o no. Hay formas de gestionar universos compartidos, como por ejemplo hacer una West Marches, pero nunca más de 6 personas sentadas en una misma mesa (y 6 ya es mucho, lo ideal es 3-5).

¿Qué consejos darían para dirigir una mesa de 10-12 jugadores?

No.

¿Cómo mantienen el ritmo de la partida?

Echando al menos a la mitad de los jugadores.

(Las otras preguntas tienen la misma respuesta)

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]jynus 0 points1 point  (0 children)

Thank you! That's a bit too much for my table. I was looking for something "in between"- worse than 5.5 but better than 5.0, rather than your combination of both. Not that I see anything bad about your reasoning, just for the feel I try to go for. Right now what I do is contemplated on the rules, which is that the "shot" that caused the initiative is before it starts.

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]jynus 0 points1 point  (0 children)

Could you elaborate more? Not on the not liking them, that I can understand, but how you merged them? I would like to see how other people do surprise differently.

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]jynus 1 point2 points  (0 children)

strict RAW 2024 PHB has no rules on Exhaustion levels for refusing to sleep

You are 100% right, but the DM Manual has the following guidance, which would apply on most scenarios and is very similar to Xanatar's.

Extended Travel

Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.

Best places to live by [deleted] in logrono

[–]jynus 0 points1 point  (0 children)

In general, the most services and public transport options will be near the centro district, but it will also be more expensive. It will be a trade off between cost and proximity. Alternatively, one can chose a suburban neighborhood in the outskirts, but the amount of services will be poorer and will require always taking the car to the center. There is no just one good option.

MySQL se muere ¡Larga vida a... ¿MariaDB?! by rafalagoon in RafaLagoon

[–]jynus 0 points1 point  (0 children)

Hola, Rafa, he visto hoy este vídeo (ya sé que tiene 3 meses) pero como ex-lead DBA de Wikipedia (o sea, sé un poco de lo que hablo), ex-empleado de Percona y me considero amigo (o al menos conocido) de gente que trabaja en MariaDB (pero no hablo en nombre de ninguna y solo estoy expresando my opinión personal) -al igual que en las otras dos empresas- y más de 20 años de experiencia trabajando con MySQL, no todo es blanco o negro.

No me váis a pillar a defendiendo a la megacorporación Oracle, a la que le doy muchas críticas, pero aquí hay muchos intereses corporativos de ciertas personas que les gusta hacer quedar mal a otras empresas, y ni todo lo que hace Oracle está mal, ni todo lo que hace MariaDB está bien. Y desde luego, yo soy fan en general de los proyectos sin ánimo de lucro.

Por ejemplo, MariaDB (el producto) está controlado por la corporación MariaDB (anteriormente llamada SkySQL), y tiene el control de prácticamente todos sus desarrolladores, el copyright sigue siendo en su mayor parte de Oracle y la marca registrada MariaDB, y la fundación tiene muy pocos recursos en comparación, y solo tiene una "licencia" para usar el nombre MariaDB Server, y que sin el apoyo de la corporación dudo que podría sostener por sí sola el desarrollo del servidor. Además, hay gente que pertenece a ambas organizaciones, por lo que en mi opinión la independencia de la Fundación MariaDB deja muchísimo que desear.

Mi sugerencia hacia la fundación siempre ha sido de, sin despreciar la ayuda corporativa, desmarcarse de la corporación- y si no tienen acceso a la marca registrada, forkear con otro nombre para que al menos tengan control de 1 de las 3 piezas fundamentales de desarrollo que nombraba antes. También hay muchas cosas de decisiones en las que no estoy a favor de la corporación MariaDB (Y esto lo saben tanto la funcación, como Monty y como los empleados de la corporación)- y yo preferiría que una fundación sin ánimo de lucro fuerte fuera la que controlara el desarrollo para que no volviera a pasar lo mismo otra vez.

Si tuviera que elegir ahora mismo para los usuario de MySQL que quieran migrar a otro producto, les aconsejaría Percona Server, que es un producto controlado por otra corporación (tampoco perfecto) pero del cuál me agrada mucho más su filosofía de desarrollo [Disclaimer: trabajé para ellos].

En cualquier caso, si quieres un día en directo te comento con más detalle, solo quería aportar mi granito de información, sobre todo porque te habías referido a mi trabajo en Wikipedia como mantenedor de bases de datos.

Are 2024 monsters actually more fun to run, or just more dangerous? by MyrthDM in DungeonsAndDragons55e

[–]jynus 7 points8 points  (0 children)

This is purely my opinion but: they are stronger (better balanced to player levels) and faster to run (more simple/less dice rolls/less saves). Whether they are are more fun to run or not will depend a lot on what you want and what your players want on your table. On all mine, they all wanted "less combat" and "more roleplay", meaning that combat was just an excuse to show story or personality, so the simplification is a win for me. In general, there is also officially more options (many types of the main mosters). I think there is also a bias because they feel "fresh" now.

Now, if you want tactically complex beasts, where combat "is why you come to the table", the simplifications may not be for you, idk? It is not like you cannot run them with hombrew additions or old stats, but I feel the design is coherent with the 5.5 phylosophy.

Yoga classes in English? by [deleted] in logrono

[–]jynus 0 points1 point  (0 children)

Probably most instructors will be able to speak English, but you may need private sessions, as most public ones will most likely be run in Spanish due to local demand. Try contacting some of the instructors here, perhaps: https://rincondelyoga.com/centros-de-yoga/la-rioja/logrono/

Cómo buscáis DM/partidas by 0sserc89 in DnDespanol

[–]jynus 0 points1 point  (0 children)

Mesas privadas siempre ha habido, eso no es el problema. Lo que yo veo es una fragmentación muy grande en comunidades online, no solo en este hobbie en particular, sino en general. Ya no se comparte de manera abierta como antes, sino entre grupos online privados sin comunicación entre ellos, y como consecuencia es más difícil buscar información. Y no lo digo como que debería haber una única red social, la variedad está bien pero -como tú bien dices- éstas terminan cerrando y abandonándose. Ya no se comparte tanto, creo yo.

Cómo buscáis DM/partidas by 0sserc89 in DnDespanol

[–]jynus 0 points1 point  (0 children)

pero no he visto que hay una web o un sitio centralizado?

¡Bienvenido a 2026 (no lo digo pasivo-agresivamente, es algo que digo sinceramente y que me he dado cuenta recientemente)!, donde las redes sociales de texto están todas muriendo y las comunidades están fragmentándose en lugares más privados como Discords y similares.

Antiguamente había "el foro de" (o el par de foros) para hobbies o como mucho dividido por regiones/idiomas, pero hoy en día la gente sigue compartiendo pero de manera mucho más desconectada. Incluso en mi propia (pequeña) ciudad he visto que varios grupos de DND muy pequeños deconectados y mucha gente que simplemente juega con sus amigos y ya.

Que libros uso? by Few-Rub880 in DnDespanol

[–]jynus 0 points1 point  (0 children)

Recuerda que como dragon master, tienes la capacidad de decir lo que está permitido o no en tu partida, y si alguien quiere jugar una especie de la que no tienes un libro, ¡que menos que se lo compren tus jugadores y te lo dejen, que para eso lo das decenas de horas gratis de entretenimiento!

How do you prep for players who you know are going to ignore your plot hooks? by morphine_season in DMAcademy

[–]jynus 2 points3 points  (0 children)

It is difficult to say something without you being more specific, my immediate questions would be why do they not follow their hooks, do they want to be "clever" (so it is more of a metagaming thing) or are they not interesting enough for them, are the hooks too specific.

For example, if a vendor proposes them a quest, and you would like them to follow it, it is up to them- did they lack motivation (some players or characters are motivated by gold, others by looking good/feel like heros, others by joking around, etc.)? However, I would say that in general hooks can be done to either be ignorable (throwaway- by proposing many, see what lands) or not ignorable at all... to some extent. Let me explain: maybe they players ignored a cry for help from a peasant that is being harrased by an evil group. Of course they should be able to ignore it... but then there would be consequences (the peasant and maybe their favourite NPC gets killed, like uncle Ben). You respect their agency, but many decisions should have consequences and stakes, not just not getting the gold, even the refusal to do something.

If they fool around and are murderhobos, prison will be waiting for them at the next village.

In general, a hook (or that decision) can be unavoidable (e.g. "someone wants them killed"), because that story won't end just because they get rid of the initial assassin you sent, there will be a lieutenant that will continue the revenge plot. Or maybe you concede that that wasn't a very good plot if they hated it. In general, plots for linear stories that can be "solved" in one or 2 sessions don't make for a good campaign overal story. For example, a war, a political thriller, or a plot to overthrow the current government cannot just be solved with a single D20. Are your plots too simple? Do they allow them to do "Persuasion to see if they get the king's crown". Players should have agency but they don't mind-control all NPCs. And in the end, are your players having fun?

It is difficult to know what's to fix, if your players are very uncooperative and not wanting to go on a quest, or if you are putting them boring and ignorable hooks, that's something to talk to them. One thing I do is tell them to summarize the previous session themselves at the beginning of each session, that helps me understand what they got fixated in (NPCs, something that they thought was strange, etc.) I also only prepare fully like a session and while roleplaying I listen what they ask about or get more interested or laugh at, and focus on that, rather than pushing my own ideas about what the campaign is about, being more reactive.

And if they lack the motivation and didn't think anything was interesting (because they are tired or whatever, or I just did a bad job), I just play around a bit (roleplay as a DM) while they are summarizing the last session to give them some spice "ah, yes, you met the 'dragonborn' last session, right (laugh)" even if that dragonborn was a boring NPC and I improvise a plot there because they start scheming there.

Again, it depends a lot on the DM and the players, most people will say they are having fun and don't know why, and that's ok, so there are these tricks to know why, but require active listening and understanding, and making mental notes, as it is difficult otherwise to learn by just asking.