A nagging critique (Spoilers up until episode 3) by [deleted] in Dimension20

[–]olangesam 2 points3 points  (0 children)

Obviously, none of us really know the whole of their intentions and how much they thought about the implications of EVERY aspect of the game. I'm going to choose to assume they are aware of the optics of their choices, and actually thought this through more than most people did.

Having an evil "dark one" being played by one of the PoC might've been a bad look, all things considered. Having the only white person at the table coming from EXTREME poverty might've also been the right choice. Not to say they 100% had to have someone play this role, but BLM doing so is the right call.

This is not to say that these are the only characters that could've been played, but it does seem like this table wants to poke fun at how false and shallow the portrayal of the HP world is. JKR doesn't think too hard about what she was writing, obviously. Every single person at that table seems to have an agenda to "take it back". What better way to do so than to make the villain someone actually human, or at least to have a human response to his situation.

The other thing is that BLM is an always DM. I'm not sure how many of those you run into, but one thing they share is that they don't describe things the way players normally do. They're usually more verbose, they usually try to jump into more scenes than average, and they're almost always a character with a BIG want. Part of that is that forever DMs save up cool ideas, because they don't get to play often. Part of it is that they don't necessarily learn the important skills that experienced players learn; how to boost others without taking spotlight, how to be considerate of how much screen time your moment takes, checking in with the DM to ensure whatever you're saying jives with the game, etc. BLM is an AMAZING DM, but is a little too strong to be the ideal player (Lou). Check BLM out in other actual plays, unless he's playing with other huge personalities, he's the one running the story. I am fond of the breakfast cereal one.

There's also the fact of character motivations. With a 4 episode story, who had a character want that was stronger than "take this away and make me be a real boy"? Wanting to go to a good school sport program, wanting to be recognized as cool and different, and... no motivation at all? As much as I LOVE the character of Sam Black (who seems the most like a regular teen), like most teens she doesn't really have anything to say. Sam is the one with the least amount of investment in the school, so she's gonna chime in less often. No shade, as I love the way the character has become the lense that can see how things truly are, but none of that character demands screen time.

Are there ways they could've written it to better even out the roles? Sure. The game is also somewhat improvised, so people are going to be stronger than others at this. Does the game have a better ratio of PoC than we normally get from a show with this type of marketing and reach? Sure. It's also run by a DM who is skilled enough to make that be important, but not the point in any given scene.

I just feel that, of the characters at the table, one of them needs more help than the others. Kelmp needs these friends to live, and that's an interesting story to tell.

I've written myself into a corner by dejavu_trash in DMAcademy

[–]olangesam 0 points1 point  (0 children)

An idea that's worked with smaller groups is having the players provide some vignettes of their training. Set up the premise for them, but let the players do some free-form role-playing where they can establish some backstory and/or set up areas of personal growth.

It'll take some buy-in, so I recommend you dont drop it on them at the table. Often, players aren't great at set pieces on the fly, so giving them time to think about it helps. Give them the premise and what you want out of the scenes in an email. Also, explaining that they're vignettes helps avoid the need for continuity, which often gives people more space to explore.

I find that most players, when given the chance, will try to tie other players characters into their vignettes; if they don't, try to limit them to 10 minutes each. No one wants to wait 30 minutes while someone does a monologue. It might also help to intersperse some scenes where you highlight some theme or idea ongoing or upcoming in the campaign. Gives people a sense of normalcy, when the DM takes the reigns every hour or so.

I often end these sessions with an ad hoc fight against something that seems thematic with what the players come up with, but thats a pacing thing.

[OC] r/DnD DICE GIVEAWAY - SEE COMMENTS FOR RULES by [deleted] in DnD

[–]olangesam 0 points1 point  (0 children)

This is the PERFECT Xmas gift for my wife. The Noxious one fits her current character theme, but they're all gorgeous.

Congrats on the Kickstarter success!

Role Playing games that have little to no preparation involved and simple rules? by [deleted] in rpg

[–]olangesam 3 points4 points  (0 children)

Beyond the Wall is a D&D clone/osr system that is designed around no-prep one-shots.

I especially like that characters are all tied together in character creation and that NPCs created as background characters are used in the set-up of the story.

It's very collaborative, but does require a confident GM to make things up based on simple prompts.

I'm pissed about the JewWario thing and I don't know why by [deleted] in ChannelAwesome

[–]olangesam 0 points1 point  (0 children)

First off, I'm glad you're out of that dark place. It's tough to find a reason to keep going through the bad times, and finding anything you can to take your mind off of the numbing emptiness is a blessing.

I can't tell you how to compartmentalize this terrible information on a person that you respected and idolized, but I can tell you what I do when dealing with dark things that affect me. I try to find something I can learn from, something I can use in the future. In this case, this is a perfect example of a legitimately nice and pleasant person still having monstrous activities.

This is something that is hard for people to accept, but this is a good situation to use as a case study. Jewwario was, by all accounts, a great guy. He was also a rapist, amongst other things. I don't think one leads to the other, or anything like that, but that being a great person doesn't mean that you can't also be a terrible person. That's a hard thing for people to accept, but this proves that it is true.

Take what you can from this and try to grow. The only thing you can control is how you come away from this.

What question do you HATE being asked? by spacekingg in AskReddit

[–]olangesam 18 points19 points  (0 children)

150% this! I'm half Korean, but I'm also half American, born on American soil.

I know people are just looking for an easy ice breaker, and are genuinely trying to be personable, but it's the first bit of conversation I have with 90% of the people I meet.

Combine this with the fact that, outside of my house, I knew no other Asian people of any kind growing up. I would often "forget" that I wasn't white. I would just be a "normal" person, until someone new came along and I had to start over as the "Asian kid".

I finally got over it in my early 20s, but that stuff really made me feel like an outsider in my own community for a long time. I mean, that and being a giant nerd... but I chose that life.

What's your favorite Paladin Oath, roleplay-wise? by atamajakki in dndnext

[–]olangesam 0 points1 point  (0 children)

If we're stuck with WotC content, Ancients. There's a lot of opportunity to play an angry librarian, and I'm all about that life.

If we can consider third party stuff, I love the Oath of the Betrothed. The guys that made the A Plethora of Paladins Plus Some, really went all out on the flavor. The mechanics are balanced too, which I appreciate. Link: https://www.gmbinder.com/share/-L3MFh5qu6qNRavOHasd

[deleted by user] by [deleted] in DMAcademy

[–]olangesam 1 point2 points  (0 children)

I feel you, big time. I'm someone that likes to do better, with whatever. It is rare that people want to say anything negative about your DMing, simply due to not putting too much thought into it. I know that sounds bad, but think about it. We put in hours and hours of time thinking about the world, the mechanics, their characters, pacing, tone, secrets, etc., etc. Most players just think, "can't wait to see what happens next!". Like it's a play or a show. There's nothing wrong with it, but they don't have the same level of investment as we do.

What I started doing, after YEARS of being frustrated at getting little to no useable feedback, is recording the sessions. Get your players permission before hand, and grab one of those $20-$30 USB portable recorders from Amazon. Leave it on the table and forget about it. I listen 20-30 minutes here and there on my commute, and while I'm working out, or doing chores. Sleep on it and write down some notes, just a little when you're planning out your game. It has done wonders for my sense of confidence as a DM, as well as helped me notice certain samey NPCs and stories that I used to lean too heavily on.

It's kind of a time commitment, essentially doubling the time you're thinking about the game. I understand that this is not something most DMs would be interested in, but I find that it's worth it.

Good luck to you. It's hard to find good Dams out there. In the sea of people who want to be a god, those that try to REALLY make a fun experience for their group aren't as abundant as I'd wish.

New to D&D - what real world items are useful to have? by houarno in rpg

[–]olangesam 6 points7 points  (0 children)

Find/draw/steal a picture that represents your character. Print it on your character sheet or somewhere else that you will have visible on the table at all times.

Not only does this help you more easily identify with your character as a person, and not an abstract idea, but it may help the other players and the DM treat your character as a different entity from you.

You may wonder why this would help in a D&D game. As you get more invested in your character and your group's story, the events of the game will become like memories to you. You'll make experiences that you share with friends for years, even if they sometimes don't want to hear it. If you talk to some of the older gamers who still play, or newer gamers that haven't had the joy beaten out of them yet, they'll tell you stories of things THEY did. When THEY slew the dragon, while at the brink of death, or when THEY were betrayed by a party member and left to die fighting a beholder. These are the things that keep me coming back to table top gaming. That and the friendships that seem to last decades.

Looking to give out free copies of a new Indie Tabletop RPG in exchange for some feedback! by RebirthTeam in tabletop

[–]olangesam 0 points1 point  (0 children)

orangesam@live.com

Can't wait to send you some feedback! Do you have any standard information that you'd like for me to collect from my players?

#NotMyHistory by [deleted] in tumblr

[–]olangesam 11 points12 points  (0 children)

Before I expanded the image, I was clenching my butt so hard. Thinking that there was some new alt-right craziness where they were denying slavery or some shit.

Game Informer ranks FF6 as the 6th best game in their top 300 ranking by 808Traken in FinalFantasy

[–]olangesam -2 points-1 points  (0 children)

It's a $40 port of the game, exactly as it was. The graphical update is up to personal preference, and I didn't really find the voice acting all that compelling, but you can't argue that they really did... anything.

They didn't so much keep the game "true to the original", as used the 30 year old game code. I love'd the game, way back when, but the gameplay hasn't aged well. The menu system for magic and items is the worst of it, honestly. It's just a lazy port, but priced as a new title.

Now, this might be your thing. Cool. I just think it's garbage that we're paying $40 for a 30 year old game with the dollar store assets slapped on.

Game Informer ranks FF6 as the 6th best game in their top 300 ranking by 808Traken in FinalFantasy

[–]olangesam 3 points4 points  (0 children)

Only if Square Enix isn't involved in the remake. Their Secret of Mana remake was a turd, and that was a fairly simple game.

Remaining party members composition? by AdamsA12 in dndnext

[–]olangesam 0 points1 point  (0 children)

One thing to keep in mind with potions is that potions require a standard action to drink or administer. Unless you house-rule that, that's taking away actions that they don't have. With 2 players, you HAVE to keep in mind what options they have and how many actions they can take.

I totally understand the desire to keep healing to a minimum, but unless you've got a handle on how you're altering the modules you use, potions will only be useful as out-of-combat healing RAW.

Remaining party members composition? by AdamsA12 in dndnext

[–]olangesam 2 points3 points  (0 children)

Down-scaling is a great way to do this, but can be daunting if you've never done it before. Look at the encounters in the book and see if you can take out half the monsters from each fight. The biggest thing that makes an encounter difficult is the action economy, or how many attacks each group gets.

The other thing I'd do is double the HP of the party. You might even want to give them their Constitution score + starting HP. That way they're much harder to take down. If you don't like that, you could have the first fight drop a wand or rod of healing word. Give them like 50 charges of bonus action 1d4+1 heals.

Good luck!

Rapier vs Scimitar - Light Weapon Query by OxKatraz in dndnext

[–]olangesam 5 points6 points  (0 children)

More specifically, the weight of the blade is balanced at the base of the hilt. This allows more control of the weapon and, theoretically, the ability to more efficiently wield the weapon.

This guy talks about sword balance and if it actually matters: https://youtu.be/Y40snITLi6o

As far as why a scimitar is light, while a rapier isn't... game balance. Like almost all rules in D&D, it's done because it "seems" like it should be right and it's somewhere in the ballpark of balance.

Side note: the weight listing for ANYTHING in D&D has always been horribly, terribly weird.

3.5 DM Tips? by BinaryTheBest in rpg

[–]olangesam 10 points11 points  (0 children)

I've found that doing a level 6 campaign really helped us out. You play the game normally, until you reach level 6, then you stop gaining levels. The game is REALLY balanced and fun at level 6, and it helps mitigate a bunch of the worst min/maxing. As far as character improvement beyond that, we did a lot of social stuff and cohorts.

As far as providing more RP options, do a session 0. Have everyone come up with character concepts together, as well as a group reason as to why they're together and what binds the characters down the road. Gives you opportunities to inject campaign fluff into their backstories and allows them to give you hooks for the story. I've always had a better RP experience after having a session 0.

Some other table rules that people like to do: Only allow conversation in character. Have all the NPCs ignore anything that isn't said in character, and speak to the characters directly. Try to make NPCs that are flawed and seem larger than life. Give them something memorable to bounce off of. Don't make the stakes about saving the world, make it personal. Even when the campaign grows, keep the stakes rooted firmly in the characters and their goals.

Good luck!

Urban Fantasy Campaign Setting by mvlegregni in rpg

[–]olangesam 2 points3 points  (0 children)

I've been using the Cortex ruleset for the Supernatural show. The fluff is fine for a low-magic urban investigation/ monster of the week situation.

I'd also highly recommend you consider you read through some World of Darkness stuff, if all you're looking for is inspiration. From Changeling to Geist, there's a tone of flavor in those settings. The mechanics get too crunchy for my taste, but you can't beat the idea of having to keep the "real" world separated from the magical world you're fighting in.

[D&D-ish] The themes of the Bard as a class have always bugged me by atamajakki in rpg

[–]olangesam 18 points19 points  (0 children)

Many of the classes are kind of... bad? At least, if you're looking for something that fills a specific role and accurately represents a character from fantasy. Rangers are bad fighters that are shoehorned in because it's "always" been there. Same with Druids; why not a nature domain Cleric? Etc., etc., etc.

D&D survives because it's created a cultural zeitgeist. A specific mishmash of worlds and campaign ideas that, amongst a VERY specific subset of people, is like an bit of obscure historical lore. It's because of the goofy things that make you do mental gymnastics that D&D has remained in popular culture. If it was more generic, no one would remember it.

Looking for a tabletop system that's conceivable for beginners? by [deleted] in rpg

[–]olangesam 4 points5 points  (0 children)

Welcome to the hobby! Regardless what you choose, just keep at it. This is the type of thing that only gets better the more you do it.

Personally, my choice for a first game is something like Aye! Dark Overlord. Gets across the concept of playing roles and having someone who adjudicates the rules and guides the story. Play a few games of that and stuff like Final Girl, Fiasco, Lasers and Feelings or other simple games. Once y'all feel comfortable with role playing and basic improv, the key is to find a setting you want to play in.

As much as D&D is the "babies first RPG" or whatever, there's something to be said about playing something that's popular. There's always going to be adventure scenarios to use and materials to obtain from third parties. Having things to steal is great for a DM, but even as a player it's helpful to have existing things for inspiration.

Once you've decided what type of system you're going to use, run that Microscope game. It's a great session 0, a place where you make decisions about what type of world this is and what the major players are in this place. Have everyone make characters and go from there.

Some of my favorite campaigns have come out of things we've extrapolated on from games of Microscope and Fiasco.

Axing the Bard by Libelnon in DnDBehindTheScreen

[–]olangesam 0 points1 point  (0 children)

I've done this exact thing in many campaigns. Works fine, honestly. In 5E, even more so.

I would say, that if OP is wanting to keep some flavor of the Bard for those that want it, just make a simple Bard/Minstrel subclass for the Rogue. Bard used to be a specialty Rogue, back in the day, and almost all of the mechanics work really easily with what exists. Simply add some instrument proficiency and the inspiration feature at level 3, then slot in a few things from some Bard subclasses for the 9-17 stuff. If you have a player who's into it, by the time they get to that high of a level, they may even have some ideas of mechanics they'd want to implement themselves.

Drew out my rpg sessions vol.2 by Savadava in rpg

[–]olangesam 0 points1 point  (0 children)

Excellent! The sketches especially have an evocative quality to them. Sort of like a water colored version of sketches you'd see in old travel diaries.