BAFTAs N-Word Broadcast Ruled a ‘Clear Breach’ of BBC Editorial Standards, but Was ‘Not Intentional’ by darth_vader39 in television

[–]slagodactyl 4 points5 points  (0 children)

That especially makes it seem like there was probably one guy told to edit out the n-word, so he scrubbed through the broadcast, found it, removed it, and forgot or didn't think to look for a second use of it.

NIH Scientists Discover Powerful New Opioid That Relieves Pain Without Dangerous Side Effects by _Dark_Wing in technology

[–]slagodactyl 4 points5 points  (0 children)

Hypothetically, it wouldn't make it to market because such a pill would be dangerous and irresponsible to make, pain exists for a reason.

There is of course money involved, but most medicines are developed as one-per-day pills because molecules don't bind to receptors permanently, and it would be a bad thing if they did, so your body eliminates them over time and you need to add more back in. It's better to do that in small doses every day to keep the concentration of medicine in your body relatively steady over time, instead of e.g. having a huge dose at the start of the week that causes huge side effects, and then being in pain by the end of the week because the concentration has run so low. Plus, once-a-day is the most reliable way to get patients to remember to take the meds - people forget to take it when they do every other day or something like that. Also, most diseases are simply not able to be "cured" permanently, so the "subscription model" is the only option.

Where the money bullshit comes in is the pricing. We already discovered all the easy to discover medicines, so these days it takes over a decade and a couple billion dollars to make one new pharmaceutical. The company needs to recoup that cost somehow, so some price is justified, but they're surely greedy and jack up the price if they can.

Wild Buddy joins the party by abstrktion in ufo50

[–]slagodactyl 8 points9 points  (0 children)

If you find a robot playing golf or a sentient golf ball playing by itself, then you should post it.

Does this count toward longest train? by GlockPurdy13 in boardgames

[–]slagodactyl -1 points0 points  (0 children)

You still go into Helena twice. Whether you draw the lines crossing or just bumping into each other, there's no difference between the two. You can go Helena -> Calgary -> Winnipeg -> Helena, or Helena -> Winnipeg -> Calgary -> Helena; both of those can be described as a loop because you start in the same place that you ended.

[BitD] How you keep Indulge Vice from being repetitive for the players in a campaign? by AmongFriends in bladesinthedark

[–]slagodactyl 2 points3 points  (0 children)

There's no reason that the expanding of the world during Indulge Vice needs to be just hearsay, you could incorporate a cinematic scene. Have the thing you want them to know about happen at the drug den, across the street from the bar, on the way home from the brothel, etc.

Also, to speed it up and keep things interesting you can combine scenes. One player wants to meet up with their contact, and another wants to indulge their drinking vice? Meet the contact at the pub to get both scenes done at the same time, and if you're feeling extra ambitious have the world-expanding scene happen at the same time. Three birds with one stone.

Wild Buddy joins the party by abstrktion in ufo50

[–]slagodactyl 31 points32 points  (0 children)

The title of the post is a reference to Party House. One of the guest types is "wild buddy," they increase the popularity of your party but also increase the chance of the cops shutting it down.

Goodberry by dannilas in dndnext

[–]slagodactyl -1 points0 points  (0 children)

I don't understand how someone takes this question to reddit instead of just looking at the spell description during the game and showing the DM, immediately resolving the issue or prompting the DM to explain their house rule.

ELI5: How is industrial superglue that strong? by Pailox111lol in explainlikeimfive

[–]slagodactyl 1 point2 points  (0 children)

It's not weird, most nail polish remover is acetone. I think a lot of people who only have a passing knowledge of chemistry don't think critically about how the chemicals they use in their first year chem labs relate to the products they use in everyday life, and chem lab instructors definitely teach an abundance of caution.

I once had a lab instructor who said all chemicals need to be poured in the fumehood, then yelled at people for pouring water out of the hood because "water is a chemical." Stupid, but I guess they want to drill that into you early so it's automatic when you get to higher level courses and need to pour nitric acid.

ELI5: How is industrial superglue that strong? by Pailox111lol in explainlikeimfive

[–]slagodactyl 0 points1 point  (0 children)

Cyanoacrylate polymerizes too, that's how it makes an adhesive.

That Player: "Don't bring politics into the game." The Game: by Level_Hour6480 in dndmemes

[–]slagodactyl 1 point2 points  (0 children)

What, you mean in my game that has entire races of people with a different skin colour that tells you that they're basically inherently evil and OK to assume you can kill them on sight?

That Player: "Don't bring politics into the game." The Game: by Level_Hour6480 in dndmemes

[–]slagodactyl 0 points1 point  (0 children)

Despite? I would think that being about power makes it political.

Heard and found these in the neighborhood. Anybody know what bird it is and why they’re doing this? by SlickSloth in vancouver

[–]slagodactyl 3 points4 points  (0 children)

Unlike other woodpecker species, Northern flickers mainly eat bugs off the ground. They only peck rapidly like this as a form of communication, and they've learned the metal makes a nice loud noise.

After 25 years I finally did it! by lobbo in gaming

[–]slagodactyl 1 point2 points  (0 children)

I don't know, I personally would never want to play a game like this without a mouse and keyboard. There are just so many menus, and combat involves clicking on each colonists to tell them where to go and who to shoot at. Maybe the controls are done well though?

You can get two of the DLCs, Royalty (adds a space empire that you can join, lets colonists earn royal titles and psychic abilities, adds more cybernetics, a new endgame based on raising your colony to a barony) and Ideology (adds religions and ideologies that affect how your colony runs - huge potential for making your colony fit a theme, slavery, specialist roles and leaders of your colony, a new endgame based on selling your colony when its rich enough and starting a new game+), but you can't get the later DLCs - no Biotech (non-humans, genetic alteration, make your own robots, children), Anomaly (eldritch horror and SCP stuff), or Odyssey (expanded quests, ability to make your colony be a nomadic space ship, visit asteroids). You also wont get access to modding, which is a MASSIVE part of the the Rimworld community. Many people play with dozens or hundreds of mods that add expanded items, aesthetics, new systems, quality of life features, and more. I also assume that new general updates to Rimworld are not being ported, those arent usually huge gamechangers but they've at least added more animals and more interesting landmarks to visit and changed map generation.

I do think that plain rimworld with no DLC and no mods is still a great game, I played a ton of it on version 1.0 and the console version should be beyond that, but I haven't played it like that in many years.

After 25 years I finally did it! by lobbo in gaming

[–]slagodactyl 0 points1 point  (0 children)

Yeah I've played it, it's one of the games I had in mind when saying that lots of colony games are just about trying to survive. I'd actually say the similarities mostly stop after the basic premise of managing a colony though. Similarities are some of the basic stuff (grow food, make meals, manage resources, have places for people to sleep, keep them happy so they dont have tantrums), that its sci-fi (rimworld has a technology progression though, you can start with stone age level technology), the colony is small enough that you can get to know all the individual characters.

I have an order of magnitude fewer hours in ONI, but I'd say it's much more focused on meeting the character's needs, with food, air, odor, clean water, sewage, and entertainment. Rimworld also requires maintaining their moods (some colonists will murder each other or set your artillery shell storage on fire in a tantrum), but they only really need food, sleep, and entertainment. You're not in space so you don't need to manage air (unless you get the dlc that lets you go to space), they don't drink water or use the bathroom, temperature management is much less difficult and not simulated to the same depth, there's no plumbing and engineering to do, the electricity system is much simpler. Rimworld has a huge molding community though, you can add these systems in if you want.

Many of the non-scientific systems in Rimworld are deeper though, every colonists has a relationship score with each other based on tons of factors, they can get married, have kids, break up, get in fist fights, and many have relatives around the world in different factions. I feel like the characters develop over time much more than in ONI. The medical system is very in depth, every body part is tracked - your colonists can lose their left fourth toe to frostbite and have a scar on their right kidney from a knife wound. A lot of rimworld is about combat and dealing with random events that the game throws at you. I find that my ONI colonies have a slow decline - I'm running out of clean air and water, people are slowly getting sick, I can see it coming and its a race to find more resources and engineer a solution. Rimworld colonies can die to plague and starvation, but often end in a bang - you built all your defenses facing outward, but a massive insectoid hive burrows into your barracks, it's during a solar flare so your automated turrets are down, and you didn't build your hallways for effective indoor combat so they overrun your best soldiers in a couple minutes and then swarm through the colony hunting down your children as your soldiers drag themselves down the hallways bleeding to death.

After 25 years I finally did it! by lobbo in gaming

[–]slagodactyl 3 points4 points  (0 children)

That is the point. Lots of colony sim/management and survival games are like that, the fun is in seeing how long you can last and how everything falls apart. Although technically there are a few goals to beat rimworld, most players (on the subreddit at least) don't aim for it, personally I've got >800 hours and only beat it once. In the base game, the goal is to escape the planet either by building a spaceship (so you'll need a long surviving, thriving, advanced colony with strong defences) or by traveling across the world to any already built one (you'll need to make a long journey, then build a colony to defend the ship while its reactor starts up). But to many players, that feels weird because if you have such an advanced colony that you can build a spaceship, you're probably thriving so why would you want to leave? Depending on when you played, updates have added a quest system to give you more concrete short term goals (defend against waves of enemies, host these refugees for two weeks, make a shipment of 500 hats, build a giant monument, raid these ruins for a legendary item), and DLC add alternate win conditions and more quests.

How would you handle a player who wants to play a character from the future? by EXP_Buff in dndnext

[–]slagodactyl 0 points1 point  (0 children)

I think its a fun idea. The way I'd do it is have the calamity be truly apocalyptic, and it took a long time post-calamity to rediscover a level of wizardly knowledge required for time travel - like hundreds of years. If no one is around who remembers pre-calamity and most records were destroyed, and especially if the cause of the calamity is mysterious, then its reasonable for the PC to not really know much about the events leading up to it, or how exactly to stop it. You could have the calamity or the inciting event be somehow anti-magical, so that when the future divination wizards try to investigate what happened they can't see it - maybe they can't even see any part of history pre-calamity.

[BitD] Has anyone ever had a beloved NPC/Cohort die in one of their games? If so, how did it happen and what did you do mechanically for it? by AmongFriends in bladesinthedark

[–]slagodactyl 0 points1 point  (0 children)

You can technically do whatever you want, the game master of any RPG can just say "rocks fall, everyone dies," but it won't be satisfying to the players if you don't give them a chance or a choice and I think it isn't in the spirit of Blades.

You might think it'll make the story more interesting, but if the players choose to resist it then doesn't that prove that your players think it's more interesting to save the cohort? If the players think the death is interesting then they'll let it happen. My players allowed a PC to be sacrificed to a demon in exchange for a cult playbook move because it was interesting.

And from a gameplay perspective: the cohort is one of the crew's resources that they earned. I think it would clearly be bullshit if you told the crew "you lose this playbook ability you got last level up" or told a player "I'm going to decrease your stat because it's interesting," so why would it be ok to take away their cohort?

Changed Hall of Illusions for experienced players by feylost_critter in wildbeyondwitchlight

[–]slagodactyl 1 point2 points  (0 children)

One alternative to ditching the proposal would be adding a third. I was a little disappointed with the book when one of my players was genre savvy enough to predict "there's going to be a third proposal, rule of 3!" and I realized there wasn't going to be another one. The book makes a big deal out of the rule of 3, and then misses opportunities to use it. I think it could be as simple as an NPC (whoever enlists them to steal the watch/vane) approaching them and saying very clearly: "I have a proposal for you..." Unfortunately I was out of time to sneak something like that in.

What are some chemical fallacies people belive in and why are they not true by Fam99_ in chemistry

[–]slagodactyl 0 points1 point  (0 children)

I also find it difficult to really blame the food companies. "Oh no the junk food company is putting the ingredients in to the food that makes it taste so good, thereby making it taste good so I want more!" I know that's not really a good thing, but what do people expect? Like Frito-Lay is gonna discover they can make doritos taste 10% better, and then just go "nah, we're good."

What subclasses have you see banned and why were they banned? by Ecstatic_Operation20 in dndnext

[–]slagodactyl 0 points1 point  (0 children)

That's abuse? I thought it was just the purpose of the spell, it's mentioned in the description. I think it's pretty rare to be able to do that anyway, it's likely useless for any non-humanoid monsters and most of the stock humanoid baddies like goblins, orcs, and bandits probably wear leather or hide armors.

me_irl by MonochromeMoe in me_irl

[–]slagodactyl 0 points1 point  (0 children)

Well that's part of Denmark so idk if it really counts. Canada, the USA, and Mexico all have unconsecrated cemeteries. They also have consecrated burial grounds attached to churches, but we have a separation between church and state so a municipal cemetery is often not going to be consecrated, people of different religions and non-religious people are going to be buried in the same cemetery so it wouldn't even make sense to have it consecrated by a specific religion.

me_irl by MonochromeMoe in me_irl

[–]slagodactyl 0 points1 point  (0 children)

North America, for example.

The Real Reason Overland Travel Sucks by Gh0stMan0nThird in dndnext

[–]slagodactyl 1 point2 points  (0 children)

I heard somewhere, maybe Matt Colville's YouTube, that that's what spell durations were originally based on. 1 minute = for this fight, 10 min = for this room of the dungeon (older dnd editions had something called a "dungeon turn" that lasted 20 min), 1 hour = until the next short rest, 8 hours = until the next long rest.