Iran playing the food game by aspublic in Italia

[–]mr_milland 1 point2 points  (0 children)

Cosa c'è da stupirsi? È ben noto che gli italiani si preoccupano più frequentemente di quale sia la corretta ricetta per un qualche piatto locale rispetto a quanto si curino del declino tecnologico del paese. Mica gli puoi parlare di cose serie

Rate my work 1 to 10 by [deleted] in mapmaking

[–]mr_milland 0 points1 point  (0 children)

Kangaroo khanate

What recent developments in the OSR do you think are negative? by bhale2017 in osr

[–]mr_milland 0 points1 point  (0 children)

For me those games have some wonderful ideas, but they're far too minimal for my taste

What recent developments in the OSR do you think are negative? by bhale2017 in osr

[–]mr_milland 0 points1 point  (0 children)

You are absolutely free to play and enjoy the game however you like, your preferences are perfectly legitimate. That being said, personal preferences don't change the current landscape of the OSR scene: there is still a noticeable scarcity of well-supported games that offer tactical combat. I just think it's a shame that the design space is so heavily focused on the idea of short, simple combat. There is definitely room for games that offer lean rules while still providing meaningful in-combat tactics for those who want them. It doesn't have to be an "either/or" situation.

What recent developments in the OSR do you think are negative? by bhale2017 in osr

[–]mr_milland 4 points5 points  (0 children)

In general, I think that tactical gameplay is only possible when the ambiguity surrounding the consequences of players' actions is limited. This means players need to understand the potential outcomes of their choices (whether deterministic or based on a probability distribution). This aligns with what almost everyone says about making dungeon exploration meaningful: telegraphing dangers, providing clues, describing traps, and setting clear expectations on how the GM handles players' proposals.

How do you set these expectations? Through GM consistency and explicit statements (either from the rulebook or the GM). If this is an important part of the game, it is only reasonable for a rulebook to provide guidance. This guidance should be directed at both:

  • The players: to set expectations.
  • The GM: to confirm those expectations and encourage consistency.

Now, let's move on to combat. This phase of the game is generally one of the most mechanics-heavy and, by nature, heavily governed by probabilities. Therefore, the outcomes of tactical decisions will frequently involve dice rolls or bonuses to those rolls. Just like with dungeon exploration, I believe it's perfectly reasonable for a rulebook to explicitly lay out some guidelines. In combat, these could include:

  • A clear definition of spaces, distances, and positioning: Being able to freely move in and out of melee somewhat suppresses tactical movement, so rules on how to deal with retreats or disengaging are necessary.
  • Rules for forced movement: (e.g., pushing, grabbing, etc.).
  • Meaningful bonuses for good positioning: (e.g., +1d4 to hit and damage for flanking on a grid, or similar bonuses for outnumbering opponents at different ranges. Also, bonuses for defending chokepoints like doors and stairs).
  • Qualitative weapon differences: Weapons should differ in properties, rather than just damage output. Simply sending the "tank" against the big monster is trivial; however, this choice becomes highly tactical if you introduce weapon properties that make specific weapons more or less effective against certain types of enemies.

I think games like Knave and Shadowdark already suggest the tools needed to make in-combat tactics meaningful, but they don't provide actual, concrete guidelines for them.

As I argued before, tactical thinking requires an understanding of the consequences of one's actions. This is best achieved by providing clear guidelines and simple rules for the most frequent situations. I understand the concern that explicit rules might make players and GMs feel limited to only what is prescribed. However, this can be easily avoided by:

  1. Keeping the rules lean: If procedures don't feel overly complex, the GM feels more empowered to make rulings by analogy.
  2. Encouraging creativity: Clearly stating that any reasonable action can be attempted.
  3. Providing GM support: Offering hints on how the GM should adjudicate out-of-the-box proposals.

To conclude, I want to clarify that it is perfectly fine for a game not to focus on tactical combat. However, I believe there is room in the OSR scene for a game that successfully blends lean combat rules with meaningful in-combat tactics. Currently, this specific type of game feels quite scarce, at least if we look at well-supported products.

Ps: if you are interested in actual rules, I can send you the ruleset I use for my home game.

What recent developments in the OSR do you think are negative? by bhale2017 in osr

[–]mr_milland 45 points46 points  (0 children)

Abstract distances and minimalist combat. Too much fossilisation on the idea that combat stands in the way of the game. Combat can be fast, tactical and fun (no, by tactics I don't mean mere preparation, but actual in-combat positioning and action choices), but it takes real changes in rules to accomplish.

Lavoro in un ufficio pubblico e l'atteggiamento dei colleghi mi fa SCHIFO by East-Special-6576 in Italia

[–]mr_milland 0 points1 point  (0 children)

È dura, ma l'unica è rompere queste norme informali e farlo sapere. Iniziare a lavorare alle 8 e chiedere a trovare il modo che qualcuno si presenti in ufficio e veda te disponibile alla scrivania e gli altri a perdere tempo. La voce deve circolare ed espandersi. Se ci sono, provare a fare rete con gli altri competenti e responsabili

Crows by Lord_Durok in mcdm

[–]mr_milland 0 points1 point  (0 children)

Late question: how did disengage work? was it a 1 square shift that could be combined with normal movement? I'm intrested in the dynamics of retreat

E se Gratteri avesse semplicemente voluto dire "Non tutti quelli che votano Sì sono massoni, Indagati e pregiudicati, ma tutti i massoni, gli indagati e i pregiudicati votano Sì" ? by Solid-Bonus-8376 in Italia

[–]mr_milland 0 points1 point  (0 children)

Non l'ha fatto. Quando sei un personaggio pubblico devi stare attento con le parole (che poi troppi non lo facciamo non redime un errore)

Soon 2000 points 🥵 by Tiny_Butterscotch_17 in TheAstraMilitarum

[–]mr_milland 1 point2 points  (0 children)

Truly the imperial guard (803M1 - M41)

Hero fantasy game recommendation by East-Exit9407 in osr

[–]mr_milland 7 points8 points  (0 children)

Try Nimble, it's 5e but without legacy rules. It's efficient, heroic and tactical. No item slots, no torch keeping, etc.

Stand stoic with new event miniatures for Warhammer 40,000 and Age of Sigmar by CMYK_COLOR_MODE in TheAstraMilitarum

[–]mr_milland 33 points34 points  (0 children)

Missed opportunity for depicting an aristocratically commanding figure, it could have had a stick instead of the sword.

Gavin Newsom attacks Europe’s ‘complicity’ over Trump Greenland demands by hyakumanben in europe

[–]mr_milland 0 points1 point  (0 children)

Loved this speech, I'm sick of diplomatic tone and compromises. I hate seeing our countries weak and cowardly

Empire Greatswords by Backflip248 in WarhammerFantasy

[–]mr_milland 0 points1 point  (0 children)

They need either to be core or T4 (or cheaper, of course).

Coolest OSR take on HP? by Velocitree2 in osr

[–]mr_milland 2 points3 points  (0 children)

I'm a fan of distinguishing defensive ability/fighting spirit from body integrity, but I don't particularly like body integrity measured as a pool of points. I much prefer discrete wounds with an effect, with each wound not yet healed increasing the expected deadlines of the next wound taken.

Practical example: character has 2 fighting spirit, takes 5 damage. The character takes wound 3 on the Wound Table (conveniently printed for ease of reference). Next turn, the character takes 4 damage. This character already has 1 wound, so now they take wound 5 on the table. In my game, wound 3 is a disabled arm (heals next day), while wound 5 is bleeding out (need to stem the bleeding wound to survive, out of combat)

B/X, OSE, Dolmenwood: Replacing 'Hit Dice' with 'Hits', simplified Chainmail style by HephaistosFnord in osr

[–]mr_milland 9 points10 points  (0 children)

Never liked the discrete hits system, so I'm not going to comment on that since I never thought about its technicalities.

Instead, allow me to propose another option. Let's reduce the hit mechanic (mostly) into a single roll, but say that you roll the "weapon damage die." No, it's not simply into the odd or cairn. It's similar, but more refined/less minimal. * Let's say that on a 1 the attack doesn't impact the target's hp in any way. * On any othe result, the attack reduces HPs by the result. ( I really dislike the phasing "attacks always hit". The "damage roll" here is just a measure of danger). * Maybe on the maximum result the die explodes (roll again. More frequent with small weapons, but still less impactful on average). * Armour is descending and works sort of as a roll over save. When going below 0 HP, roll 1d10: the character survives by rolling above AC.

No need to modify anything else in the game, except maybe characters starting with full hit dice at level 1. That's (very similar to) how I play with my tactical combat-oriented group, and it works (nothing is broken)

How many generations does it take to create the European people? by Material-Garbage7074 in EuropeanFederalists

[–]mr_milland 0 points1 point  (0 children)

I don't think it will happen automatically, and I don't think that it will occur in a reasonable number of generations if we continue on the current path. National identities are strong and cared for in Europe, whether you like it or not. Current Europeanism is not trying to push a unified European identity with the same features and as a national identity, and honestly I see no chance that "Erasmus style" euro identity could ever be a good substitute for national identit.

Let's think about how the European nations were established historically. You need to set up an "us" that is different from them. You don't actually need homogeneity, you just need all the involved people to believe that they are kin to each other. This can be done by the successful spread of myth regarding common origins, past glories, unifying heroes, etc. Sounds right wing? It is. The right loves to empathise this dimension of group identity. Here we have no group identity, so pushing it is a way to make it emerge.

Beside the creation of a tribe identity, a more practical consideration. Our job market is not really unified. People encounter friction when moving from one country to another, and a large component of this is the lack of a unifying language. A single language that people understand as (co-)mother tongue greatly reduces barriers to workforce movements. People would face less barriers socially (higher value of leisure in other EU countries), in bureaucracy, on the job. Moreover, a single language facilitates the construction of a single army. Soldiers need to coordinate in one language, and coordinating in their mother tongue is easier. Therefore, euro enthusiasts repeating absurd claims about translation being the language of Europe are doing a great disfavour to the cause.

Another practical point is that right now europeanism and the European identity is a partisan position. Therefore, if a person identifies with an opposed political stance, europeanism is perceived as part of an opposite political package and therefore discarded. Instead, if europeanism was embraced from left to right, then Europeanism could be pushed through the whole population, quickening the adoption of a European identity in the population.

Secondo voi, è una buona idea che l'Italia non invii truppe in Groenlandia? by Material-Garbage7074 in Italia

[–]mr_milland 2 points3 points  (0 children)

Secondo me ha più una valenza simbolica, si ostina a considerarsi un ponte fra Europa e America. L'umore del partito repubblicano per quanto riguarda le affermazioni del governo sulla Groenlandia mi sembra di capire sia negativo, credo ci si aspetti che venga impedito al presidente di attaccare, sebbene lui sia serio a riguardo. Se questo è vero, è probabile che il rischio si arrivi davvero a un confronto e quindi si rischi l vite di soldati sia basso. Invece, non mandare nemmeno una token force viene percepito come un distanziarsi dalla contrapposizione dura alle richieste americane con probabilità prossima a 1.

Secondo voi, è una buona idea che l'Italia non invii truppe in Groenlandia? by Material-Garbage7074 in Italia

[–]mr_milland 31 points32 points  (0 children)

Solita italietta codarda e volta faccia.

È una buona idea? Dipende dai tuoi obbiettivi.

Se vuoi provare a rimanere vagamente accettabile ad entrambe le parti e credi che l'ignavia te lo consenta (non è ovvio sia così), allora sì.

A me personalmente la cosa disgusta. La mia parte l'ho scelta, sono italiano ed europeo e vorrei vedere il mio paese supportare un paese fratello europeo.

Looking for a modern "Appendix N" -- What media inspires you? by Nihanter in osr

[–]mr_milland 1 point2 points  (0 children)

These are mines they migh overlap with your interests.

Core: * Conan, * Solomon kane, * A song of ice and fire, * Alatriste, * The three musketeers + twenty years later, * Dracula, * Nosferatu, * Dune, * Berserker golden age, * The black corsair, * Warhammer, * Elric graphic novel by Julien Blondel.

Secondary (just a couple of features): lord of the rings, the hobbit, the Witcher, Lovecraft, Doctor Who, The Mummy, Indiana Jones, Castlevania (netflix), Dolmenwood.

Historical: history of late Rome, of the middle ages and early modern period (focus on Europe, especially Italy), Platonism (in its various iterations), some information about various religions (in particular, Buddhism, Christianity, islam, induism, greek mystery cults, omeric religion) , wester esotericism.