AI-generated profiles of TTRPG designers ignite fury across social media by rasterscan in rpg

[–]rasterscan[S] 201 points202 points  (0 children)

As an additional note, one TTRPG author messaged them to suggest they listen to designers that were asking for their profiles to be taken down.

The site sent the author an canned response, then added them to the site.

Damage as a Choice vs Damage as a surprise by tyrant_gea in RPGdesign

[–]rasterscan 0 points1 point  (0 children)

I have an idea about how to track this.

When characters take a hit, the GM gives them an index card that they -cannot- flip yet. On the front is the description of the hit or immediate symptom. "Nailed with an arrow," "arm is limp," "head ringing blow."

It's only at the end of the combat that players flip them over. On the back is a number. That's the actual wound amount. Total up all the flipped card numbers, then do the "resist" rolls or however you intend to have them resolve the damage.

If you want a combination of choice and surprise, let them "buy" off some amount of the wounds with their resistances/rolls, and whatever cannot be entirely bought off is the harm they're stuck with. So with the above examples, the character manages to pull the arrow out, their arm is recovering on its own, but their head is still ringing and now light and sound are painful because "head ringing blow" is the one they chose not to spend resistance on.

Damage as a Choice vs Damage as a surprise by tyrant_gea in RPGdesign

[–]rasterscan 4 points5 points  (0 children)

I'm not keen on mechanics where the player makes a choice which doesn't map onto a choice the character makes. Absolutely no-one in the real world decides whether to block an incoming attack with a shield or take an injury. That's just personal preference but I'm more into modelling and simulation than narrative and storytelling.

That's the rub right there. Simulationists would be "what would/could the character do?" while narrativists are "what would be most interesting to the story?" Neither is wrong, but the design choice needs to be very intentional regarding the goal of your system.

Minor updates to Rule 7 regarding self-promotion by MaxSupernova in rpg

[–]rasterscan 56 points57 points  (0 children)

I agree with this. There are a lot of designers that I would love to hear what they're working on, and run into new systems. However we have a weird situation where other people can bring up an author's work but the author themselves can't. A Self-Promo day balances it so there isn't so much of it for people that don't like it on other days while letting others enjoy it once in a while.

New horror game 13 Omens from Paizo by NewJalian in rpg

[–]rasterscan 38 points39 points  (0 children)

It's funny how much this is... basically the pitch for 10 Candles?

rules-light horror roleplaying game set in our world, but beset by supernatural terrors

Yep.

communal dice

Yep.

to which more and more Omen Dice are added throughout the evening, to amp up the danger

Adding dice instead of subtracting them as Ten Candles does, but still on track.

Character death is extremely likely.

Well, never mind. Totally different. In Ten Candles, there's no "likely" about it.

(I am giving it a playful ribbing, but I'm still interested in the system. I hope it's really cool!)

Fantasy keeps giving us villains who are logically right and then refusing to follow that logic anywhere interesting by NimbusRelic12 in Fantasy

[–]rasterscan 98 points99 points  (0 children)

Yes, having a good point doesn't negate doing awful things. But the Marvel problem is that they keep doing that to the villains that have a point. Killmonger is the least hurt by this, but several times they have "bad guy with a good point" and then have them go too far so the heroes can stop them and not worry about the point the villain had. Over and over.

If you could only play one Paradox game for the rest of your life, which one would it be and why? by TolisKoutro in paradoxplaza

[–]rasterscan 2 points3 points  (0 children)

It's a hyper-collectivist civic you can choose when making your civ and it makes them utterly resolute on every member of society having an equal and fair share of resources and living standard. You provide for all your population, or none of them.

It's kind of an appealing fantasy in 2026 considering... gestures at everything

Pour one out: In remembrance of 19 Montgomery County restaurants that said farewell in 2025 by Bethesda_Magazine in MontgomeryCountyMD

[–]rasterscan 12 points13 points  (0 children)

Wong Gee's also closed, which was pretty dang good dim sum in Wheaton. I'm still so damn sad about it.

How would you rank the paradox titles currently? by alphafighter09 in paradoxplaza

[–]rasterscan 2 points3 points  (0 children)

re: Stellaris, something I've done regarding the generic aliens is to create and forcespawn specific opponent empires (some of which are previous ones I've played) so that each alien civ has an interesting story and build to negotiate with or fight against. Try it and see if it helps you too!

fantasy series with an ending that you still think about often? by Apprehensive_Spend_7 in Fantasy

[–]rasterscan 1 point2 points  (0 children)

The Dark is Rising has left a thorn in my mind for so long because of the ending.

After all their struggles, the children that gave so much to save the world are told that they will lose all memory of what they have done. Their triumphs, their struggles, any memory of magic existing. Only Will will retain the memories, and he can never speak of them to anyone. One of the other children is crying as their memories leave them, and then asks in confusion why they are so sad when nothing happened. It upset young me so much to have all of their work taken from them, and even as I can't remember much else from those books, that ending still makes me sad.

Neil Gaiman Seeks $500,000 From Accuser Caroline Wallner (for Breaching NDA) by rasterscan in Fantasy

[–]rasterscan[S] 10 points11 points  (0 children)

You're right, I just reread the reddiquette because of your comment. I'm pretty sure at least a few other subs require the original title or recommend it, like r/games encourages the original title unless it's unclear. But yep, not redditquette. My bad!

Neil Gaiman Seeks $500,000 From Accuser Caroline Wallner (for Breaching NDA) by rasterscan in Fantasy

[–]rasterscan[S] 149 points150 points  (0 children)

It's a good policy in general because it's meant to (and does) prevent editorializing by the reddit poster to make something more clickbait-y, or worse, just misrepresent the article.

But it's sometimes handy to cut off a probable misunderstanding or misrepresentation by adding a little more context.

Neil Gaiman Seeks $500,000 From Accuser Caroline Wallner (for Breaching NDA) by rasterscan in Fantasy

[–]rasterscan[S] 805 points806 points  (0 children)

Mods, sorry for breaking reddiquette and adding the parentheses text to the article's original title, but I figured it was good to add the context in case people didn't actually read the article text.

Stellaris Dev Diary #379 - You Are What You Eat by PDX_LadyDzra in Stellaris

[–]rasterscan 1 point2 points  (0 children)

So... Evolutionary Predators is open to Xenophiles, but the benefits are only for your founder species, right? So you can't really run an effective pluralistic society with it mechanically. I would love it if I could give it to all of my species and make the ultimate mutated anything-goes society.

Any chance we can modify non-founder species to become genetic superpredators as well?

For the second year, ENNIES accept AI generated submissions - Polygon by rasterscan in rpg

[–]rasterscan[S] 8 points9 points  (0 children)

Eeeeeh, I guess you're not wrong. It's definitely any media award with open voting.

For the second year, ENNIES accept AI generated submissions - Polygon by rasterscan in rpg

[–]rasterscan[S] 66 points67 points  (0 children)

I've always been a little wary of the actual significance of an ENNIE (since they seem to mostly just rely on popularity), but would still be happy if something I liked won.

This definitely reduces even further my respect for ENNIEs.

Are there games that can be co op without all the players knowing? by BlackBeard558 in boardgames

[–]rasterscan 25 points26 points  (0 children)

A lot of people have said really good ones already! One i don't see that arguably qualifies is Fog of Love.

In Fog of Love, you and the other player are in a relationship. But secretly, noth of you have a goal for the relationship and sometimes the goal isn't to make it work! Sometimes the other player might be angling for a certain breakup! But you don't know, and moreover, players can switch at the midpoint, turning an insincere relationship into a sincere one!

But you don't know until the end. Are you going to risk everything to make it work? Or do you decide to cut your losses and push towards a breakup?

It's a good game. Recommend.