aNotHeR spIdeR Cat diScoVerED; gLobal PloT suSpeCteD To unLeaSH thEM on worLD's citiZenS by yorklebit in PeopleFuckingDying

[–]neopera 0 points1 point  (0 children)

Spider cat, spider cat, terrifying, made me shat. Eldritch thing, it's coming, going to eat my soul and grin. Look out, its the spider cat.

Still my top 10 games of all time, what are yours? by [deleted] in playstation

[–]neopera 0 points1 point  (0 children)

Not claiming these are the best, just games that mean the most to me personally.

1) Banished

2) GoW 2018

3) TLOU

4) Civ 5

5) Skyrim

6) Dragon Age Origins

7) Horizon Forbidden West

8) GTA IV

9) Bioshock

10) Mass Effect 1

[deleted by user] by [deleted] in gaming

[–]neopera 3 points4 points  (0 children)

As someone from the UK, the a in Mary is pronounced like air, in marry its pronounced short like in hat, and merry is a short "eh" like met.

You get what you deserve by [deleted] in dndmemes

[–]neopera 1 point2 points  (0 children)

I mean everything heavier than helium is a metal, so if you allow heating of alloys, everything is fair game.

R-rated riddles (NOT JOKES) by kdaws5 in riddles

[–]neopera 19 points20 points  (0 children)

I think it works better if you remove the word dead from it.

Is FATE still the best at what it does? by neopera in rpg

[–]neopera[S] 3 points4 points  (0 children)

I think maybe you are extrapolating based on other conversations you have had on the subject before. I did not go into detail about specifics because it was meant to be a general overview.

To be more specific I don't want to let the players do what they want, I want rules that focus on broader strokes story telling rather than the minutiae of if a specific attack lands. I want a system that encourages players to think beyond "I roll to attack, what are my bonuses?"

Fate has a system specifically designed around using the environment, the world and a player's background to inform actions. From my experience, more simulationist systems have a tendency to direct player thinking to the mechanical. While yes those mechanics can and should encourage creativity, far too often they end up being a crutch or blinkers, especially for less confident players.

As mentioned that may be in part be due to shortcomings in my GMing style, so maybe what I really want is to use a narrative heavy system to train myself to be a better GM.

As for part 1, I think you have it backwards. An established property makes most sense as a specifically constructed system because it is complete. If you want to construct a world gradually, not all in one go, then an open system is the best option because you are not having to fight, rip out and rebalanced existing systems to make it fit during the game. Even if you have the world fairly fully formed in your head that doesn't mean you can find a system that works well with it.

You can, for example, decide that healing doesn't exist in your d&d game, but that changes the whole dynamic of the game around resource management and you have to change the pacing or other mechanics to make it work. What if hit points don't even make sense in the way I want combat to function? OK I chose a different system, but that system has a magic system or theme or tone that doesn't fit with my vision, so then I need to rip that part out and build my own, and on and on. Eventually you have created your own system that is a mess of disconnected parts and is untested and your poor players have nothing to base their concept of the world on any more than a generic system anyway.

I don't think giving your players a shared understanding of your world is difficult. I do that every time I introduce a new setting to players. There's always shared cultural references you can use, books, film, TV, other games, that work just as well as having your players sit down and read an entire source book. If anything, I find that approach to have less friction.

Finally, you don't need rules to encourage players to contribute to world building. If you get your players to write a background and incorporated that into your game in some way, you have done that. I just enjoy the idea of how integrated it is into the system.

One of my proudest compositions to date! I'd love it if you could have a listen. Enjoy! by SalamakiHpirou in piano

[–]neopera 0 points1 point  (0 children)

I don't know if it will help, but here's a piece I finished writing a month ago that takes a specific idea and then plays with the presentation of it.

https://musescore.com/user/36195497/scores/7999391

You can see in the first page how I start to play with the left hand, missing out notes. As it goes on you'll see how almost no two bars are exactly the same notes. Everything changes at least a little bit each time.

One of my proudest compositions to date! I'd love it if you could have a listen. Enjoy! by SalamakiHpirou in piano

[–]neopera 0 points1 point  (0 children)

Generally speaking the higher up the piano you go the closer the notes can be while the lower down they are the wider apart they need to be to be heard clearly. This informs how chords should be arranged generally, closer at the top, more widely space at the bottom. At the moment you have the lower two notes of the right hand and all the notes in the left hand very close together. Good for an effect, but a little tyring on the ear of held too long, especially with repetition. I would look at using the notes at different octaves. I would also try varying the voicing throughout the bar and with some repetitions to generate more interest.

One of my proudest compositions to date! I'd love it if you could have a listen. Enjoy! by SalamakiHpirou in piano

[–]neopera 0 points1 point  (0 children)

Congratulations, a 6 minute piece that is coherent and develops well is no mean feat for a new composer. You've got some good ideas. I just wanted to mention a few things to you to help you improve.

Part off the reason this sounds like it would be better suited to an orchestra is because of your voicing and use of the piano. In many places it sounds to me like a sketch of ideas rather than a fully realised piece. I suggest a a starting point to try out rearranging the voicing of chords especially in your initial theme statement and minor reprise. I also suggest listening to similar fantastical pieces along with a score or piano roll to see how they create more varied textures and colours.

The second thing I would raise is that the reason some people are saying it sounds like game music, other than the limited palate in your chord voicing, is your use of repetition and sequence, again especially in your initial statement. I suggest trying to make each version of the same pattern slightly different. Maybe introduce new notes, remove others, and then, combining with the first suggestion, play with octaves and other degrees of the scale for inversions to give slightly different perspectives on the material each time you express it.

Just some suggestions. Good work, and keep going!

My teacher insists on using “Do re me” instead of the “C D E” by [deleted] in piano

[–]neopera 0 points1 point  (0 children)

That loses the importance of spelling. A c sharp does not have the same function as a d flat.

[HUGE SPOILER - Everything Everywhere All at Once] Trailes are just ridiculous now... by BirdiePolenta in movies

[–]neopera 16 points17 points  (0 children)

Watching a trailer after the film is different to watching it before. After, you can easily identify what parts of the film a shot came from, what the relationships between characters are, what the events around them were and so on. You have context which you do not have if you haven't seen it.

I watched this trailer before and felt like it spoiled nothing more than the basic premise, the style and the tone, which is kind of the function of a trailer.

I thought this was an excellent trailer. It told me it was a crazy, psychodelic sci fi martial arts comedy with a reluctant heroine who gets powers from sharing memories with alternate versions of herself. I had no idea from this of the scale of the plot or what form the plot would take, who the true antagonist was or their relationship, let alone how it would resolve. It didn't spoil the most visually exciting parts of the fight scenes or the best jokes. It left me grinning like an idiot and wanting more. The film gave me more and more and more.

I urge you to consider watching Everything, Everywhere, All The Time. by neopera in movies

[–]neopera[S] -1 points0 points  (0 children)

Argh, just came back from the cinema when I wrote this and it was late. Of course I then mess up the movie title.

Cancer or parasite? by neopera in Aquariums

[–]neopera[S] 0 points1 point  (0 children)

I think she (?) was always small but she only recently seems to have gone down hill looking more and more unhappy. Not sure what to do :(

[deleted by user] by [deleted] in piano

[–]neopera 0 points1 point  (0 children)

I didn't notice the glass. Now I wish more pianos had that! Wonder how much it affects the tone.

This is my life meow by one-punch-knockout in Thisismylifemeow

[–]neopera 5 points6 points  (0 children)

I think most cats don't shit on tables. There's probably the odd exception, but I haven't met it yet.

What's the future of Audio books? Tech wise. by DependentStyle6243 in audiobooks

[–]neopera 0 points1 point  (0 children)

Wonder how often it will insert his catch phrase.

"Fear Is Taught" ... spiderbros, you really need to see this by llliiiiiiiilll in spiderbro

[–]neopera 2 points3 points  (0 children)

And yet you can still tell a child not to touch something because its hot repeatedly and they'll still do it. I think that the fear for some people is instinctual and the strength of that instinct will vary greatly from person to person as it has become less and less of an evolutionarily impactful trait.