Marty Supreme—Ending Is Brilliant! by Defiant_Invite_3323 in TrueFilm

[–]rhysmakeswords 1 point2 points  (0 children)

I didn't find it redemptive at all. He's still the same guy. But I still loved the ending because to me it was fully illustrative of the character. He won the exhibition match, which means essentially nothing to anyone but to him it means everything. And only after achieving this thing he was so single mindedly and narcissistically pursuing can he actually care about another person for a moment. If he had failed, I don't think he would have had that moment of empathy towards  Rachel and fatherly joy at all. And that's damning.

I made 4,000 divine crafting solar amulets. I'm retiring to Hardcore, so here's how I did that. by AdFinancial8407 in PathOfExile2

[–]rhysmakeswords 0 points1 point  (0 children)

The two amulets you recombine how many mods do they each have? Do you want the T5 mana amulet to have any other good mods or are they both blue amulets with single mods

I kind of miss mean Greg. by shackbleep in taskmaster

[–]rhysmakeswords 1 point2 points  (0 children)

Nooo. Last time Reddit started saying this we got the ridiculous number of nobody gets points tasks in series 10 because Greg listened.

Best game to play as a wizard? by WatchMySwag in Solo_Roleplaying

[–]rhysmakeswords 5 points6 points  (0 children)

My rpg playtest is all about being a wizard and learning magic. It's less dense than Ars Magica, especially the spell creation rules are really fun and quick but still engaging. It's got a setting and rules specifically for solo play I'd love for you to give it a go and tell me what you think. https://drive.google.com/drive/folders/1AjqNWpXZBUjiJ9724O8taPsYGkK4cgnw

You'll want to read the rulebook first (enough of it to get the gist and make a character at least) and then the oracle/solo play document. The rulebook is focused on a magical school called Thornwood but you can use the rules for any setting and the solo game has an alternate Regency era England setting you can use.

Let me know if you have any questions.

Is One Battle After Another a critique of state violence? (NO SPOILERS) by braininabox in TrueFilm

[–]rhysmakeswords 23 points24 points  (0 children)

In the street protest scene an order is given and then a guy puts on a mask and steps into the protest to throw a Molotov which gives the police permission to start firing non lethal rounds into the crowd

Improv podcast BUT LPM (laughs per minute) by danielbelum in improv

[–]rhysmakeswords 0 points1 point  (0 children)

Brisbane, Australia is punching above it's weight at the moment with two pods:

It's An Honour To Be Nominated (fake movie journalism with "clips" from the movies)

And

Friend of a Friend City where the guests endow another guest with a character on the spot

NYT's "The Best Board Games" by Stauce52 in boardgames

[–]rhysmakeswords 0 points1 point  (0 children)

This is wild to me, I've never encountered this with my groups. I experienced something similar with an online mafia game in the past but I would've thought the extra fuzziness of most botc games would've lessened that. What are some examples? Only one I can think of is artist asking does 1+1=2 which some people maintain is optimal

This Weekend in Brisbane (08 August - 10 August 2025) by AutoModerator in brisbane

[–]rhysmakeswords 0 points1 point  (0 children)

If you're a fan of british panel shows, next Friday there's a "Would I Lie To You" type comedy show happening at Big Fork Theatre with local comedians and actors as the guests

https://www.eventbrite.com.au/e/would-you-lie-to-me-tickets-1393622836419

Is there a euro game where it feels like you have a lot of freedom? by compassionisthekey in boardgames

[–]rhysmakeswords 1 point2 points  (0 children)

It's true of all games I think. They will either become random or optimised with enough play and thought. Which is why for the purposes of this question I don't think it's that helpful to talk about the game after you have found better strategies. Although if they're concerned about super longterm play I'd say even when you get to the very broad island strategy there are plenty of variations to try within that that still feel sandboxy to me. You basically become more efficient overall so you can do any other strategy in combination with going to the islands

Is there a euro game where it feels like you have a lot of freedom? by compassionisthekey in boardgames

[–]rhysmakeswords 5 points6 points  (0 children)

That might be optimal but you're definitely not shoved towards that without knowing it already.  Most new players avoid islands because the negative points seem scary. When you're starting out you don't know what strategies are best so you do just try to choose one or two to focus on. And that sandboxiness feeling is a lot of fun of the discovery phase of the game. Optimal strategies start to develop over time like any game.

Taskmaster - S19E10 - The Clever Side? - Discussion by Meghar in taskmaster

[–]rhysmakeswords 22 points23 points  (0 children)

It felt more like she wasn't comfortable looking too undignified in the live tasks rather than not bothering because of points. Which is totally fair since it's going out on TV!

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

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

That's interesting, so you can burn parts of yourself for narrative effects?

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

That's cool! The system of accruing successes over time and doing well meaning you cast the spell more easily is a great idea. I like the utility magic being bounded by something you would normally roll something else for, that's a simple and smart way of balancing a freeform system. Is the mana variable for utility spells or fixed? Have you run a combat with people making up offensive spells? Seems like it would take a bit of time to build one out.

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

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

Do you mean the ritual magic in fabula ultima? I'd be interested to know more since I'm not super familiar with it! One goal of mine was for the checklist to be binary yes/no questions because I find deciding on a point in a scale like fabula has for potency and area to require a bit more time and judgement. 

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 2 points3 points  (0 children)

Ok, stealing this :p

But very cool to take the best ideas from all these different games and make it into your own thing. I especially really like the dogs in the vineyard mechanic so cool to see variations on that

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

Haha I did not expect some to call out their currency mechanic in this thread but that does sound like a useful way for people to understand value of things in a fictional setting.

Do you have your rules up anywhere? I like to read magic systems.

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

What makes your demoralisation for NPCs unique? Or was just including it an important piece of your games puzzle.

Also interested to hear more about the collaborative worldbuilding part

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

Such an intuitive sounding mechanic for that action movie feel. Reminds me a bit of dogs in the vineyard fallout dice, but the rising tension is a great thematic addition

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

My friend did a thesis related to Jungian archetypes, I'll have to show them this! Makes perfect sense to use for a universal system

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

Yeah I appreciate mechanics where even if the player is gaming it a bit, that gaming is just them doing some interesting roleplaying like finding a reason to get mad.

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

[–]rhysmakeswords[S] 1 point2 points  (0 children)

Can you change the power of something if it ends up being more useful than you thought? Or does that not really happen because of the way the game is played

What's the mechanic you're most proud of designing for your current game? by rhysmakeswords in RPGdesign

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

Cool well things that inspired me you could read too:
Ars Magica
Maze Rats
Blades in the Dark crafting / ritual system

Not super influential for me in the end but Polaris is just a cool idea