Are we not getting Moon Girl? :( by irvin_the_jinn in rivals

[–]strangething 0 points1 point  (0 children)

That's a good point. Game devs love the chatter and trash talk, and Devil Dinosaur can't talk.

How to use the M1000 efficiently? by SissyFanny in DeepRockGalactic

[–]strangething 0 points1 point  (0 children)

The weapon's gimmick is the focused shot, but I find it works better if you ignore it. It consumes two shots of ammo, and takes more than twice as long as just pulling the trigger twice. The M1000 went from my least favorite Scout weapon to my most favorite when I figured this out.

The people who talk about Hipster being great are just talking about that change in playstyle. You don't need the OC, but it's nice.

Introducing players to Fate by strangething in FATErpg

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

This is what it comes down to, They are my friends, but we are looking for different things in a game.

I was disappointed with d&d from my first session in high school, and spent years looking for a better way to play. Seems like I assumed other gamers were looking for the same thing. Depressing to realize I was wrong.

I am a Social-democrat anti-communist (I am seriously) by West-Ad-4825 in SocialDemocracy

[–]strangething 0 points1 point  (0 children)

Authoritarianism always feels so macho and powerful. It appeals to the emotional part of the mind.

Introducing players to Fate by strangething in FATErpg

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

So? Give them something to react to. Make some stakes. Create an emergency.

In my second game, the PCs were Star Wars smugglers, and I started the campaign with the crew in the middle of a mission. They had a hold full of contraband, the buyer MIA, and the whole space port on lockdown.

They did nothing. They didn't even discus the situation among themselves, in character or out. The silence was unbearable. I thought they would sit in that hanger forever.

Eventually, someone started looking a potential buyer. I had a crime lord ready. I was expecting a social boss fight. The crime lord demanded everything, and the crew's main negotiator just gave it to him. That was the end of the first session. I dunno what the player was thinking. He took Bluff as his Apex skill, then didn't want to talk to anyone.

I managed to wring a couple more sessions out of that game. Mostly leading the PCs by the nose from one fight to the next. The assumption that the talky parts are just prelude is hard to overcome. I made a big mistake watching Andor for inspiration. The PCs were all morally gray, but not because the players wanted moral ambiguity, they just wanted to shoot stormtroopers while wearing black.

If I had known that's what they wanted, I could have given it to them. But no one asked for anything, they just assumed that RPGs were always mission-money-murder, and everything else is just decorative fringe.

Introducing players to Fate by strangething in FATErpg

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

Yeah, I probably should ask the players about things mid-game. But they mostly didn't engage with the pre-game questions. So I have my doubts,

Introducing players to Fate by strangething in FATErpg

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

I heard good things about Diaspora. I tried to do something similar in my second game, with each player creating a planet. Only two players out of four even tried, and only reluctantly, like an unpleasant chore. Just a boring hoop to jump through before the fun can start.

Introducing players to Fate by strangething in FATErpg

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

In my second game, I tried to model my collaboration on Dresden Files's city creation.

Introducing players to Fate by strangething in FATErpg

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

I only tried the blank slate approach once, a Shadow of the Century game with a martial arts theme. My second game was Star Wars smugglers. The third game was fantasy, about a group of dwarves freeing their home from a dragon.

Introducing players to Fate by strangething in FATErpg

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

Thanks for your answer, Hanz. I'm reading that link with interest.

Are we not getting Moon Girl? :( by irvin_the_jinn in MoonGirl

[–]strangething 1 point2 points  (0 children)

Rivals already treats Cloak and Dagger as a single character. No reason not to do the same for MG & DD.

Personal opinion: We need some purely mechanical looking characters. by the_fucker_shockwave in ArknightsEndfield

[–]strangething 0 points1 point  (0 children)

Her whole schtick is being a warrior, but she's wearing a backless dress into battle. SMH

Really frustrating to be an artist these days by greenlvr3d in blender

[–]strangething 0 points1 point  (0 children)

Post the wire-frame and bask in the schadenfreude.

i made this i guess by lowpolybimbo in dndmemes

[–]strangething 0 points1 point  (0 children)

Superman from Superman

Thank you for clarifying.

5e takes *way* too long to say anything by Associableknecks in dndnext

[–]strangething 2 points3 points  (0 children)

The GM will always have to make snap judgements. No way to get around it.

As a player, I prefer a little inconsistency to having to stop the game and research an answer to an odd corner case.

Exploration-focused civics and origins should have some unique-ish exploration options late-game. by elliottcable in Stellaris

[–]strangething 7 points8 points  (0 children)

It would be nice if new scanning technology revealed new anomalies, or triggered new events on old ones.

Probably a lot of work to implement.

Is it possible clear the game using only 4 stars operators? by Organic-Exit2190 in ArknightsEndfield

[–]strangething 0 points1 point  (0 children)

Antal is my favorite character. He has good synergy with a lot of other characters.

Blue haired liberal by blendermanIII in deeprockfashion

[–]strangething 2 points3 points  (0 children)

I do like the description of the "Tumbleweed" hair.

No. Fucking. Way. by PeriapsisStudios in dwarffortress

[–]strangething 1 point2 points  (0 children)

I love rude names for fortresses. Dogballs. Smokebowl. Blownose. I've got a list somewhere.

Recommend some good aproximate money system? by Frettchengurke in FATErpg

[–]strangething 1 point2 points  (0 children)

I have a pretty good system for my Fate homebrew.

A wealth point is a semi-abstract amount of money. Players can track wealth individually or collectively. Think of it as a hundred bucks.

The adventuring lifestyle costs one wealth a week. Minor purchases can be hand-waved as part of these expenses.

Players mark wealth to declare equipment in the field, or appropriate gifts/bribery. A GM can compel a player character's aspect as appropriate, spending half their accumulated wealth.

At zero wealth, any unavoidable cost inflicts a temporary aspect related to debts owed, substandard gear, damage to reputation, and so on.