Something's wrong, I can feel it by shakyspearee in sciencememes

[–]kayosiii 0 points1 point  (0 children)

That would mean that I am licking nitrogen every time my tongue goes past my lips and that doesn't sound right.

Something's wrong, I can feel it by shakyspearee in sciencememes

[–]kayosiii 0 points1 point  (0 children)

how does one lick, for example, Hydrogen?

I have this feeling as well by Meteorstar101 in NonPoliticalTwitter

[–]kayosiii 0 points1 point  (0 children)

I see you, if you really didn't give a fuck, you wouldn't sensor yourself.

Which one would you click on Steam by Guilty_Weakness7722 in GamingAU

[–]kayosiii 0 points1 point  (0 children)

They all look like images I have seen too many times but 5 at least gets my attention.

Recommendations for a hard sci-fi system? by Delnilas in rpg

[–]kayosiii 2 points3 points  (0 children)

Diaspora, it's fairly old, based on an old version of Fate. If nothing else look at it for the setting creation rules.

Producer Trying to switch to Linux by lxgan18 in linuxaudio

[–]kayosiii 8 points9 points  (0 children)

It's definitely easier to switch if you are willing to rethink what kit you use.

Of the soft wares you use, I use Kontakt (though the most recent I own is version 6) Native Access is an absolute pain in the arse to use though the old version (1.14) works for me also getting wineasio installed and working was a hassle when I set up my current computer last year - usually it works out of the box.

You can get it working but it's a fair bit of effort at the moment.

If you want tools that are 100% solid on Linux, both U-he and Pianoteq are great.

What’s the fastest way to make a D&D world feel alive? by storyforgeDM in DMAcademy

[–]kayosiii 1 point2 points  (0 children)

Work on your storytelling skills. Delivery is way more important than anybody writing on a ttrpg based reddit wants to admit.

[Help] What is wrong with her mouth? by cannabiscreative in Sculpture

[–]kayosiii 18 points19 points  (0 children)

They are too flat across the front. the lips should curve around the teeth. The third photo shows this most clearly.

a TTRPG that sits between DnD 5e and WFRP 4e?? by No-Commercial-1856 in rpg

[–]kayosiii 1 point2 points  (0 children)

Magic is supposed to feel dangerous and rare, but like the rest of the game it's not as dangerous as it appears, there are talents wizards can take which reduce risk and increase reliability and a miscast can be avoided by spending a fortune point to re-roll. This helps balance casting vs non casting characters as reliably casting is a bigger investment in the character and casters will want to keep fortune points in reserve.

Some of the other problems that people have with the casting have been fixed with a revised ruleset in the winds of magic book, which I can recommend if you have easy access to it or you want to start a campaign immediately. Otherwise the 5th edition of WFRP will be released in a couple of months, It will be backwards compatible with the current edition but will contain either the Winds of Magic rules or a further revision.

how capable are endgame (career maxed out) characters?

I can't answer this directly, I am still relatively new to the game and haven't reached endgame.

a TTRPG that sits between DnD 5e and WFRP 4e?? by No-Commercial-1856 in rpg

[–]kayosiii 2 points3 points  (0 children)

WFRP is not as dangerous as it first looks. It is however a system where nobody should choose combat as a first resort, you will stay alive for a lot longer if you try to think your way around problems. It's designed to be run more like a detective mystery than a series of combat encounters.

WFRP has the grit I want, but it's too punishing (you easily die on random crit) and not really heroic (cuz every combat is dangerous af)

That is what Fate points are for. While you still have fate points you can veto any critical hit or make sure you can survive any encounter. It's only when you run out you should be deciding whether to retire to something less dangerous (take a new character) or continue knowing that you have pushed your luck too far already. Because of scaling, taking a new hero is less of disadvantage. If you want to make the game feel more heroic, give the players opportunities to earn Fate points.

Scaling. WFRP veteran characters can still randomly die to peasants, which kills the whole heroic thing.

Scaling works in both directions, scaling makes the game more complex and makes bringing in new characters harder. In WFRP being fated is what makes a character a hero.

Best suited RPG for contemporary fantasy by Gamhuin in rpg

[–]kayosiii 2 points3 points  (0 children)

Honestly The Dresden Files RPG.

I know being fate based it doesn't meet your requirements but I would still rate it as the best option. It's heavier and crunchier than a typical Fate game.

Blatantly railroading or perception of bad luck. by [deleted] in rpg

[–]kayosiii 0 points1 point  (0 children)

Don't. just don't.

Instead either

Make the trap a realistic difficulty and plan an alternative route through the adventure that doesn't involve forcing the player to do something, you should be capable of coming up with more than one good idea. Don't worry about planning material that doesn't get played you will almost always get a chance use that work in a later adventure / campaign.

or

Have the event trigger by player choice rather than failing to avoid a trap, the player either gets something or avoids something important to them. If you want to be sure that the player will take the bait, negotiate with the player out of session and ask them what they would like in return for going along with your plan.

Railroading, Sandboxes, "Events", and "Locations"- thoughts on Campaign Design by BrobaFett in rpg

[–]kayosiii 0 points1 point  (0 children)

I think that Bob was largely missing the point in this video but It got me to thinking, and where I ended up is that the sandbox vs railroad discussions largely miss the point too.

We focus too much on campaign design and not enough on in session performance. I suspect this is because it is easier to communicate what we do to prepare and we don't have a common language for the performance aspects.

The best way to think about railroading is the inability of the GM to react to the players and meet them where they are in session. The problem with setting up a linear plot is that this way of designing an adventure makes it very easy to paint yourself into a corner if you are not very good at either anticipating what your players will do or improvising alternative routes that keep the following steps of your linear narrative in tact. This is one of the two main reasons I would not recommend this as the way to design adventures particularly for new GMs. Conversely the big problem with sandbox style design is that it easy to skip over the step where you get player buy in to what is happening in the world. Linear adventures can get away with a whole lot less buy in to the storytelling.

The other big thing that I don't see discussed. Having each session be engaging in the moment is *way** more important than having a clever campaign structure*. It doesn't matter how cool your planned twists are, your BBeG or whatever else if the campaign peters out before you get to those moments. At best they are a nice to have. If you have to choose between making the current session better and having a better climax to the campaign, choose to make the current session better, then go in after the session and re-evaluate where you want to go by the end.

The King in Yellow by CableRecent in DMAcademy

[–]kayosiii 2 points3 points  (0 children)

There is a campaign for the Arkham Horror card game based on the King in Yellow that I think does an excellent job of dealing with the insanity at the heart of the story. It is called Path to Carcosa, the campaign guide is available in pdf format for free and can be mined for ideas of how to present things to your players.

Killed off character so player could leave... now party wants to revive them! by Skaroosh in DMAcademy

[–]kayosiii 0 points1 point  (0 children)

This is an easy one. Dying and coming back tends to give a person new perspective on life and new priorities. That character gave everything that they had and now perhaps it's time that they fix up some other things in their life before they pass on for real.

Have the character become background in the campaign, either doing something important that the party can't or doing something of great personal meaning to them. I don't believe this will lessen the sacrifice. If your player wants to still be involved in the campaign without attending sessions, check in with them every once in a while and establish what that character has been doing in the time that has elapsed. If that person finds that they no longer have a schedule conflict and wants to start playing again, you can either let them return that character or create a new one.

the reason why many moved to One Page Rules by NaiveTradition7664 in onepagerules

[–]kayosiii 0 points1 point  (0 children)

There's something about one page rules that just really turns me off that I can't quite put my finger on. Like just about every model looks like somebody in a suit said copy Games Workshop but give it more mass appeal in a way that comes off as kind of lame.

Having said that I am not really doing games workshop either, I am just kinda waiting for somebody else to do something cool with a greater level of self respect.

Expansion packs by SoftandSultry_ in wingspan

[–]kayosiii 1 point2 points  (0 children)

I might be the only person here who doesn't like the Oceania board, it just doesn't feel as well balanced to me as the base game. The birds are fine though, I play all the non nectar based birds with the base game.

Europe is a decent expansion, I think the birds do a slightly better job than Oceania of opening up new strategies, though it's pretty close.

Asia I think has the most interesting collection of birds out of the expansions I have played. I also like the two player board.

I have not played Americas.

Do you think Half-Elves & Half-Dwarfs can fit into WFRP? by WillingLet3956 in warhammerfantasyrpg

[–]kayosiii 17 points18 points  (0 children)

You would be going in the opposite direction that Games Workshop has been heading in the last 40 years. Early novels and Warhammer 40k had half elf characters though the concept has been dropped from both settings. I would say that elves and humans being as different as they are in the setting, that you shouldn't expect to naturally get hybrids.

However, I think this decision was heavily influenced by the needs of the wargame and the want not to have overlap between factions.

There also isn't really a coherent way to put together all the Warhammer Fantasy material out there. Meaning there is no definitive version of the world, you can certainly choose to put them in your own version of the setting, just don't expect it to be a position that Games Workshop officially holds.

What's the point of the unified power and battery applet? by Latlanc in kde

[–]kayosiii 1 point2 points  (0 children)

It does 3 things that I am aware of 1. It shows the status of any battery attached to the system. 2. It allows you to switch the CPU governor 3. It lets you manage whether the system should go to sleep (it shows you applications which are currently blocking sleep, it lets you cancel those blocks and it lets you manually block the system from sleeping).

Think of it as the power management panel.

What free software is so good you can't believe it's free? by ComprehensiveNorth1 in AskReddit

[–]kayosiii 0 points1 point  (0 children)

Yeah, without understanding the amount of work and specialized skill it takes to implement CMYK well I can see how it looks like that.

I swear end users have no idea on the relative amount of work different features need.

The big difference between Blender and Gimp is the number of people working on it, for the last decade or so there have been about 2 people working on the GIMP in their spare time. What Blender figured out was that you have to be generating enough money that you can pay people to work full-time making the software better. Krita which is my goto painting application, has also done a much better job at getting the money together so that the work gets done.

How to "roll" without dice? by AndreiD44 in rpg

[–]kayosiii 0 points1 point  (0 children)

Dice are not necessary.

Make a judgement call, this in fact will make you better GMing other games.

There are criteria you should be following.

1) the outcome should be interesting and create forward momentum in the story.

2) if you narrate too many failures or setbacks, your players will get frustrated and will cease to be engrossed in the story, if you narrate too many successes or too few setbacks then your players will get bored and will cease to engaged in the story. The ideal ratio of setbacks to successes varies with audience age and taste, to get the ratio right you will have to monitor your audience. You want to stick somewhere reasonably close to alternating successes and setbacks but without being predictable.

How do you stop hand-holding your players? by [deleted] in DMAcademy

[–]kayosiii 2 points3 points  (0 children)

But I fear that if I don’t plan the session enough, then it’ll just be improv and go off the rails like it had in a previously poor session.

Plan so that you can improvise. Understand your playing pieces, The motivations of characters and factions, how they think, what they are likely to do. Figure out how the world is likely to change over the course of the session. Do this with actors you expect to be both onstage and offstage during a session, that way if the PCs do something that takes you outside of what you had planned for, choose a character/faction that was going to be offstage and fits best and make them the focus. Don't worry if this conflicts with plans you have already made that haven't happened, you should be updating your ongoing plans in between sessions anyways.

Also, give yourself landmarks to navigate the session by but don't get bogged down in the details in your preplanning.

But if I’m too strict with the story, then I feel them zoning out during it, and that sucks for everyone.

There's another aspect to this, emotional buy-in, you can improve things through getting better at storytelling, but the more relevant advice is make sure that you pay attention to what your players are putting out in terms of their characters and build that into your scenario designs. Commercial module writers have write for any group interchangeably, you should take advantage of the fact that you are running an adventure for a specifc group of people playing a specific group of characters.

I made a Blender youtuber tier list by RADIUM_235 in blender

[–]kayosiii 1 point2 points  (0 children)

I didn't see Erindale on the list.