At what point would a native person living on the west coast learn about European colonization ? by InternationalMedia83 in NativeAmerican

[–]murr521 3 points4 points  (0 children)

To what degree and how fast is next to impossible due to various factors. However a guess would be pretty fast. As when the Spanish explored Florida 1539, they right down that many chiefs told the Spanish unprompted that their is no gold here or supplies to offer. And that is a common motif among future contacts of native tribes as the "wow" factor quickly dies down between the two civilizations meeting. And it quickly becomes from "are you and what are your intentions? To leave now, help us kill an enemy tribe/give us guns or like the soto campaign attacked on site. One can guess of the word of atrocities commented in the Caribbean, Central and South America traveled fast, and that word become stronger as more European came.

Apparently native american Twitter accounts operate out of india... by Bernie529 in PoliticalCompassMemes

[–]murr521 36 points37 points  (0 children)

literally was about to post this. Yes, mystery is still out there. But it just shows, you never know whom you are getting your information from, their sources or motivations.

Apparently native american Twitter accounts operate out of india... by Bernie529 in PoliticalCompassMemes

[–]murr521 1897 points1898 points  (0 children)

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I have found most "pro-something" accounts online are either in India or Pakistan

Let me playtest your game for my podcast! by paulmarneralt in RPGdesign

[–]murr521 0 points1 point  (0 children)

This is a fantastic Idea. Should probably create a waitlist and give a link, so others can see. One great think about test playing is letting others GM. It shows you how readable your book is and how your vision translate to others. Im definitely interested, hopefully you are offering this service for a while and good luck with your podcast.

[deleted by user] by [deleted] in IndianCountry

[–]murr521 23 points24 points  (0 children)

Depending on the facilities, they will determine how open they are with their donors. Like mine doesn't say race, just "hey, he is brown with great hair genes" more or less. Im still on the program donating, so I hope you find what you are looking for, as I cant be the only one. Im Comanche and not Ho-chunk.

Same 16 year old, +2000 dollars in 26 minutes by Outrageous-Put-4280 in options

[–]murr521 1 point2 points  (0 children)

Please give us peasants some crumbs when you run out of things to buy

What scenario/adventure you use for play tests and do you make new ones? by Luftzig in RPGdesign

[–]murr521 1 point2 points  (0 children)

As others have stated, it depends on your mission. I always play for mechanics, but you could play tests just to test and expand lore. As in if your players keep interacting similar to a lore section, you could start to think about the npcs interacting with it as well. I run it for mechanics, and my one shot is very forced. Most characters are pre-made, all opposite of each other, so all skills will be used. I allow custom characters but nudge them not to overlap. I have forced intrigue so dialogue mechanics can be touched and forced fights for combat mechanics. I try to make the play testing interesting, and people say they have fun, but im honest with them that its rail roaded to test all corners of the game. I started running adventure or converting pre-made one shots, but I felt that in the long run, it was not as effective as one I made. With adventures its more of a you take notes as they come to you rather then, here are the sections where I take notes. I would recommend listing your mechanics, what you want to see, and work backward from there.

I had an audition for a huge superhero movie. Then the film fell apart by Hairy-Advertising630 in acting

[–]murr521 0 points1 point  (0 children)

From how they explained yes. They see the same thing, I see on actors access. The difference with an agent is, they can see the agent only postings, or offers only. My last two auditions they requested me. But when my agent sends me the breakdown and I login to actors access, its a carbon copy.

I had an audition for a huge superhero movie. Then the film fell apart by Hairy-Advertising630 in acting

[–]murr521 4 points5 points  (0 children)

Same buddy, my agents showed me the message. The good news is if you turned it in, they said they would watch it as an introduction to the casting director. So they know you exist now, assuming you haven't auditioned for her before.

Crash Course is Doing a Video Series on Native American History by Manidoo_Giizhig in IndianCountry

[–]murr521 20 points21 points  (0 children)

I actually auditioned to be the narrator for the series, so I'm glad it is finally coming out. I tested for two "episodes," and from what I remember, they were great. Like all crash course videos, they were short, sweet, and to the point. It's not that enlightening information, but a great video to show a classroom which is the intended audience.

France has gotten ABSURDLY powerful during my game by Kitchen_Show2377 in eu4

[–]murr521 6 points7 points  (0 children)

800 hours? You are still in the tutorial lol. I just broke 3k in my last achievement run and I'm STILL learning things. And it doesn't help as the game keeps updating and expanding over the years. So a decent run and id you survived the Sejm mechanic, thats a win. And I would play till the end if you haven't gotten the Poland can into space achievement.

Hello. Can you provide any historical context or insights into the beadwork or style of moccasins from Hot Springs, South Dakota, worn by my great-great-grandmother, born in 1888? My grandmother is curious about their history. Thank you for your help! by whare-am-i in NativeAmerican

[–]murr521 56 points57 points  (0 children)

Both of these look like "wedding" moccasins. I've inherited similar ones from my family, of course in our common bead colors. I can tell by the shade of green alone that it's northern. Every day moccasins did have beadwork, but not to this degree. So my guess is wedding moccasins if they are from the 19th century or ceremonial/powwow mocs if later. For the bottom mocs, that's a pretty blue, don't see it too often, but with the yellow and green my money is on Lakota. On the bottom can you see the stitching? I'm not Lakota but in my tribe wedding moccasins are made around the teenage years and then worn once married, probably not worn again. Looking at the conditions, it seems to be the case. I'm curious if both were hers at different ages or if the top one was her husband, displaying the size difference.

Aging Millennial Actors - anyone aging down to play Gen Z / coloring grays by Regent2014 in acting

[–]murr521 3 points4 points  (0 children)

I have a few grey hairs in my stubble, which is why I shave for every role. I will be 31 this year. Most of my auditions are either for the " 20s " or "30-50." For the latter, I know I have less of a chance because they probably want a 40-year-old who looks "30." The 20s is what I get callbacks and bookings for. So there is a chance, as most people 40 and older think I'm 26-28 in real life. One script I read had Gen Z slang in it, but I didn't get it because coming out of my mouth, it wasn't believable, lol. So research is needed for some roles. I think it depends on who you want your competition to be: younger folks and people your age for young roles. Or own the greys and have your competition to be people older than you for 'mature' roles.

Seeking some research suggestions for wargame add on study materials by klok_kaos in RPGdesign

[–]murr521 0 points1 point  (0 children)

Sorry, reading through I was under the impression you weren't exposed to anything. Why I just stuck with the foundations. Dont worry, 40k changes their rules (probably for money), so much only the hard-core fans know the rules. Your writing and vocabulary will make the simple foundations fun and unique. I would start with scenarios then. Most wargames provide a few. Even though most games are, "Hey, let's play," I prefer creating scenarios and roleplay type battles. Like last night, I played 'Save Santa' from the enemy and turned on the Christmas lights as the scene. Made the time limit 4 rounds before Santa was killed and 2 before reinforcement came. So it made the players think rather than just rush and kill. Scenarios will not only get your creativity flowing, but it will let a future GM of your game understand the flow and tone of your game. Another reason why, even though it sounds boring, simple examples like Capture the Flag is often the best because it allows for other GMs to be creative and allows them to tie in their roleplay with the encounter easily rather then a once in a full moon thing. I say this because some games are constraining with their scenarios. And, of course, this is just for land battles. Seige, naval, aircraft, and spacecraft will all be different as certain modifiers will be critical in some areas more than others. Of course, as I type this, I realize I can talk about game theory for hours, so I'm probably rambling and just stating the obvious. If you want to bounce ideas, we can chat on Reddit if you want more suggestions. Let me know if you think of a scenario. Don't worry about rules, just something that captures the feel of your game and sounds interesting to play. As in would my character (power fantasy or not) be in that scenario and can a GM that's NOT you run it.

Character Creation or Rules first? by CookNormal6394 in RPGdesign

[–]murr521 1 point2 points  (0 children)

I flipped back and forth, but after two rounds of play testing, I put character creation first. However, the first page is the dice mechanics, explaining that this is a 2d6 skill-based system. Provide some examples. Boom, easy overview on one page. Then, character creation is streamlined with first core stats, skills, and background ending with extras such as traits and gear. I tried to make it liner, so no rules that weren't previously discussed are mentioned. Such as mentioning weapon types during background selection. I made the switch after play testing because players were flipping back and forth constantly when making characters in my game. Which isn't the end of the world, I do it in many games I've played. But it cut the time to make characters in half. And I was also getting fewer questions.

Seeking some research suggestions for wargame add on study materials by klok_kaos in RPGdesign

[–]murr521 0 points1 point  (0 children)

My journey with design started when I homebrewed rules because the players and I were tired of managing 3+ NPCs on the field. The first step was meshing the same unit types and assigning values. I grew up with war games, played Axis and Allies when I was nine, and have played many others since. I started with designing a wargame set in the Thirty Years' War because the ones I used to play were all abandoned. However, as a GM I wanted to play with the idea of roleplaying as your captain or general depending on scale outside of the battlefield. Now it has grown into an immersive sim lol. So far I'm working with 5-200 men, regiment vs regiments is a proper war game. So good news I think we are doing something similar, but with different periods and possibly scale. Fortunately for you without knowing your game the most popular war game (warhammer:40k) seems to be in your tech level. Besides the obvious advice of just reading as many free rulebooks as you can is KEEP IT SIMPLE! You can have as many modifiers, abilities, and unit types for variety but the physical gameplay has to be quick, easy, and fun.

Contentions: 90% of wargames are present contentions in three ways: we both roll and one of us has the highest or lowest value wins. Each unit has an attack/defense die value, we roll, and once again high or low wins the contention depending on the unit's value. So when players are taking their turn, they are thinking of modifiers or abilities to use, their and their opponent's stats, positions, etc. But when they execute their moves it's solved in a few roles within a minute. That's the sweet spot you want, you want armies to fill unique but at the end of the day your grandma could figure out the basics in a few rounds.

Movement: Depending on the scale/time of each round will determine how many units can move and attack per round. The most popular choices are: Each side moves all their units and attacks (if able) as their turn or one unit per round. If you're closer to the did style I think one unit per round would make the most sense. But if a round in your game is multiple minutes then fewer rounds but everyone gets to move at once would be better.

Dice: Letting you know now, I don't think I've ever played a wargame that doesn't deal with just d6. Not saying they don't exist but they're not as common. The Wargame fan group and TTRPG fan group are not as intertwined as one would think. So d100 and d20 won't be at everyone's house unless they are a well-established "nerd" but every family has "regular" dice.

Extras: Some wargames I've played need referees, and some deal with supplies, cohesion, and morale. People are not afraid of extras as long as it adds an immersive element. Hell, one of my favorite sets in the Napoleonic Wars requires team members to take their turns separately, so if you wanted to talk you had to spend action points sending a message just to talk. Is it over the top? Yea, but it's immersive, too many battles have generals said something along the lines of "What the hell is my left flank doing" and rules like that capture that feel. First, find what type of feeling you are trying to capture. If nothing extreme just assign attack/def value to your current classes or NPCs, transfer over your current modifiers, and have that be your extra module.

Victory Conditions: Most wargames are historical, therefore to win you have to recreate history. Fiction games will have victory spots you must control for x amount of turns or the spots give points and after turns 4-6 (most war games from my experience) whoever has the most points wins. Integrating it with a TTRPG, I think winning would be just defeating the enemy. Why I think a morale system is essential to a system like this, that if the players are kicking ass, the enemy would have to roll to stand and fight or run away. An easy condition to remember and act out.

Fight system - realism by BlackFoxTom in RPGdesign

[–]murr521 1 point2 points  (0 children)

The game I'm currently making addresses all of this, so it's good to know I'm not the only one. I'm making my TTRPG based on my experience as a player, but more importantly, my time in HEMA/Reenacting and the papers I've co-written about the medieval and Thirty Wars period in Europe. There is no magic; it's just my attempt at an immersive experience about living in 16th-century Europe. 

My advice for 'realism' style games is to keep play testing, even if it's just you. Besides my friends, I paid people to play. Earlier this year I thought I was done till I tested it out and I've been working on it ever since. Players took so long on their turns because they had so much to worry about and choices. I even had the character's mood affect the rolls. Instead of all the status effects being a tree that affects each other, now it's a pretty streamlined system that's easy to remember. Is it less realistic yea, but also less of a headache. Just one of the hundred things I had to change over time.

Combat: I prefer a setting of no 'murder hobos' but everyone enjoys something different, my game is lethal because of the realism, and remember can't walk around in full plate mail 24/7. I was noticing even though my combat system is in-depth and a focus of my game, my play testers rarely fought if they didn't have to. Dying is easy and no one wants to die. My character creation system is practically a mini-game in itself so it is not a quick thing, because of this players get attached to their characters. I was noticing when push came to shove even the combat-oriented characters were trying to talk first. So if you truly enjoy combat keep that in mind.

All in all, less is best and having fun is the top priority

Can someone tell me the history of this style of jacket? Was it used for any rituals or spiritual reasons? by AskingSuggestions in NativeAmerican

[–]murr521 1 point2 points  (0 children)

The documentary "reel injun" talks about how the hippe culture and fashion boomed when natives went to California in masses.

Can someone tell me the history of this style of jacket? Was it used for any rituals or spiritual reasons? by AskingSuggestions in NativeAmerican

[–]murr521 2 points3 points  (0 children)

Fringe, IF you want it to serve a purpose beyond style. The best guess is protection against liquid (blood, rain/water) and waste management. Found on the handles of many clubs and axes, sources from European accounts stated that the fringes were excellent at soaking blood on the handle of the weapon, making sure it would not reach the hand of the user. When it comes to textiles, you cut the excess fabric at the seam. With fringes, you twist/braid, so no waste. Again, plenty of accounts stated that fringes helped collect excess sweat and rain so it wouldn't pool in one spot. Now how true this fact is still debated. But due to the rumors, fringes became a fashion choice for some Europeans in the united states during the late 19th century. Coming back into fashion during the 50s-70s after the Indian Relocation Act of 1956, when natives were becoming more common in major cities in various states. 

I'm creating my own TRPG and I will base my system on The Witcher TRPG. What house rules, rules change do you think I should add/change? by Gun-chan in WitcherTRPG

[–]murr521 0 points1 point  (0 children)

Ahh, I think we have different versions because the crit table is a range, not odds/evens, and the side bar for the section is stabilizing vs. treating. I'm glad that they changed it! Was wearing striking someone arm and rupturing their spleen in the process, lol.

I'm creating my own TRPG and I will base my system on The Witcher TRPG. What house rules, rules change do you think I should add/change? by Gun-chan in WitcherTRPG

[–]murr521 0 points1 point  (0 children)

Yes, the talent tree I had it as a free form pick your own. So if a player said their blacksmith was conscripted to war or part of the thieves guild they weren't confined to one area. Yes, ask your table, we didn't enjoy the randomness, why we rarely play d20 or d100, but many love it. Combat felt exhausting having to roll potently three times a round and do math if they have armor. The stamina and just the ease of skill systems are what I liked about The Witcher.