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Preferences regarding "save to resist" vs. "roll to hit" mechanics? Thursday, 24th January, 2019 04:31 PM
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Sunday, 14th July, 2019

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Wednesday, 13th June, 2018

  • 09:13 AM - TheCosmicKid mentioned Jhaelen in post Mythological Figures: Thor Odinson (5E)
    In archeology in Norway, the term hof means a personal shrine in someones own home. But what does it actually mean in Old Norse? The term gođi is one of the later titles that the Icelanders invented for their jarl. Generally, it was his duty to inaugurate a new session of the ţing parliament, at which time he would invoke various nature spirits for a successful year.I think @Jhaelen already fielded this one, but I'll add that even if what you say is accurate (which it isn't), you are still describing a spiritual leader. Which you just said didn't exist. The Norse term gođ means something like ‘helpful nature spirits’, as opposed to ‘unhelpful nature spirits’ (jǫtnar and dvergar). Etymologically, it means something like ‘invoked one’, referring to those spirits that are called on to thank for helpful opposed to a god, who is invoked and thanked for helpful actions...? Note, when trying to translate the Christian concept of a god into the Norse worldview, a different Norse term, guđ, was used instead. Making the distinction is understandable given the cultural context, but they're just variants of the same underlying word with the same "invoked one" PIE etymology. The feminine form of gođi, gyđja, is even derived from guđ rather than gođ. And at the risk of stating the obvious, both are cognates of "god".
  • 06:17 AM - AbdulAlhazred mentioned Jhaelen in post How to deal with solitary party member? stupid, it's even less of a problem. I recall one of my players' PC(s) dying three times in a single adventure: First he tried to charge over a hanging bridge while goblins at the other end were ready to destroy the supports, then he trampled into a grey ooze, and finally he tried to argue with a roper that had him firmly in its grasp (in case you're wondering: we played the D&D 3e 'Forge of Fury' module). He became a lot more careful after that, although he still managed to accumulate the most character deaths at the end of the campaign. I'd call this an example of D&D's mismatch between advertised fantasy adventure and reality as meat grinder crushing the spirit of the player who actually expected to play an action hero. And this is a point, be very careful not to just crush player's legitimate desire to really adventure (or do whatever) simply because conformity to the game's paradigm is uppermost in your mind. This particular player may not be a case of it, but the one that Jhaelen cites seems like EXACTLY that. Let them blossom.

Thursday, 3rd May, 2018

  • 12:14 AM - pemerton mentioned Jhaelen in post Looking for Advanced Role-Playing Content
    if you game has advanced beyond the need for encounter tables, what does that look like? How do you go about determining what encounters should occur, and where or when?I'm not Jhaelen, but I can answer for my part: when I use systems that don't involve encounter tables (which is every system I run except Classic Traveller), I determine what encounters occur based either on adjudication of player action declarations for their PCs, and/or based on what I thik the demands of pacing, theme, etc require.

Friday, 2nd February, 2018

  • 07:49 AM - Ratskinner mentioned Jhaelen in post Is D&D Too Focused on Combat?
    History shows us that a system which requires combat skills and non-combat skills to compete for character resources will almost invariably end with players investing in combat skills and ignoring the non-combat skills. Words don't work against zombies or otyughs, but swords are effective against everything. Games that use a unified system for everything tend to have worse balance issues than games which keep those activities segregated. I think that Jhaelen's idea there was to simply reduce combat encounters to be similar to some kind of skill challenge, not (necessarily) change the way skills are allocated. You could still pre-package the skills into Race/Background/Class, rather than let the player pick from each bag arbitrarily. IME with more than a few games that do something akin to that. It produces super-fast gameplay and (can) facilitate much better(IMO) storylines, just because speed. However, it doesn't usually produce the visceral tension that turn-based tactical combat like D&D can produce. (Capes, a quirky little superheroes rpg, is the one stellar exception that I am familiar with.)

Thursday, 25th January, 2018

Saturday, 6th January, 2018

  • 10:29 PM - Manbearcat mentioned Jhaelen in post What Is an Experience Point Worth?
    ...: shouldn't 'having fun' be its own reward? Rewarding good role-playing makes slightly more sense, but I still dislike the practice because some players _are_ good role-players and don't need (and usually don't care about) the extra xp. They're roleplaying because they consider it fun (i.e. see above). It's the players who struggle with role-playing who'd benefit most from a rule granting them extra xp to encourage them to give their best. But if you want to treat all your players fairly, they'll still always fall behind the players who are already good role-players. In other words: granting xp isn't a good choice if you want to encourage good role-playing. What you really want to achieve is that your 'problem' players realize that role-playing is fun! So, what works better, imho, is to give them more opportunities to be in the spotlight and reward their efforts with mostly immaterial things, like better contacts or allies. I agree with Campbell and (at least in part) with Jhaelen here. The issue I have with DMMike 's position above is that it seems to assume that GM-agnostic systemization of XP gain is either not feasible or undesirable. The GM doesn't need to be in any position to hand out XP. In the Powered By the Apocalypse systems that Campbell is bringing up, XP isn't "awarded" via one person's (likely opaque and cognitive bias-laden) adjudication. Its simply gained via transparent, focused triggers; eg did you fail on a move, did you make Desperate Action Roll, did you overcome a tough obstacle/threat via coercion, did your Vice get you into trouble. The GM's role in these things isn't in the awarding. The GM's role is in following the game's premise and the player cues, in framing the action whereby decision-points related to vice temptation, desperate situations, and dangerous NPCs that can be coerced are the central focus of play (and whatever else might part of the game's PCs' portfolio and xp triggers such as themes of heritage, beliefs, as...

Thursday, 2nd November, 2017

  • 01:22 PM - pemerton mentioned Jhaelen in post Odd request for help: I need a mathematician!
    I think that Jhaelen is right. I assume I would need to limit the tapestries down to fewer results and if the generator rolls for one, then it would roll again for determining which of the 500 tapestries is the final result.That is the "intermediate table" that Jhaelen refers to. Deciding the numbers for that intermediate table isn't a maths problem, it's just deciding how often do you want tapestries vs paintings.

Thursday, 19th October, 2017

  • 08:59 PM - Blue mentioned Jhaelen in post What are you reading? - October 2017
    I've been reading your posts for a long time Jhaelen, and I never would have guessed that English wasn't your first language. You have a great command of English as well as use of idiom.

Wednesday, 30th August, 2017

Thursday, 13th April, 2017

  • 04:35 PM - DMMike mentioned Jhaelen in post Can I Make Polymorph a First Level Spell?
    Jhaelen: the description says "form or appearance," so yes it's illusory, and yes it's real. Depends on the caster. It's not permanent, by the way, since the caster needs to exert will (spend an action) each round to maintain it. You could also do it the way Lamentations of the Flame Princess handles the Summon spell. You're rolling the dice on a disaster happening every time you summon. This sounds like too much fun. At the least, this is a second level spell, in that it's strictly better than Disguise Self - which allows you to make much more limited cosmetic changes. Secondly, the spell you've described is not 'fluff only', because it does effect fictional positioning. 1) Suppose it lets you polymorph into a barstool, a fluffy bunny, or a goblin. Will NPC's now react to you as if you were a barstool, a fluffy bunny, or a goblin? Only if there was a 100% chance that it would not alter the behavior of NPCs would this be 'fluff only'. 2) Suppose I polymorph into a songbird? Do ...

Monday, 6th February, 2017

  • 11:18 AM - Quickleaf mentioned Jhaelen in post First time making a "serious" dungeon! How do you do it?
    DMMike I always forget about OGRE. Thanks for reminding me! And yes, "dungeon" is often D&D's quirky shorthand for "lair." Jhaelen Maybe that was part of my thinking in the past. I saw plenty of examples I felt were sub-par so I kind of avoided it. Only after years of DMing and writing do I finally feel like I have what it takes to design a big dungeon well. One of the first questions posed in 3e Dungeoncraft is What is the function of your dungeon in your campaign setting? Before you set pencil to paper, you need to decide how the dungeon fits into your campaign setting. Take a moment to consider why the dungeon exists, how it interacts with the rest of the world, and what purpose it (and other dungeons) serve in the grand scheme of things. You could just say that dungeons are the ruins of a forgotten civilization, but many other interesting possibilities exist. Death Trap... Near Frontier... Agent of Evil... Legendary Location... The Bizarre... My hunch is Krak al-Mazhar fits as a Legendary Location... Dungeoncraft also lists 10 possible traits of legendary locations. Here's how I see those applyin...

Monday, 9th January, 2017

  • 11:56 AM - fuindordm mentioned Jhaelen in post Interspecies conflict in sci-fi campaigns
    Thanks for the input everyone. Jhaelen, Reasons for conflict abound... once multiple species are sharing the same world or habitat. What I was looking for was reasons for conflict that could justify the risk of destroying expensive starships, under the assumption that starships cost a significant fraction of a civilization's economic output to rebuild. Naturally, if building starships is cheap, even massive ones like the Enterprise or the Galactica, then species will fight each other for more petty reasons.

Thursday, 8th December, 2016

Tuesday, 28th July, 2015

  • 04:26 PM - steeldragons mentioned Jhaelen in post Psionics Hits Unearthed Arcana
    Jhaelen , it's not you. You're not old...or rather, more likely, I am comparably "old" to you. hahaha. But, while I can't speak to app's or i-anything at all, I can tell you as far as the WotC site, it's not "modern web design"'s a BAD poorly designed site. It IS confusing. It IS (for no discernible reason I can see) difficult to use/find anything. So, at least in that, chin up! It's not you. :cool:

Wednesday, 1st October, 2014

  • 10:29 AM - steenan mentioned Jhaelen in post Rewarding Proactive Play
    I have encountered people who were shy or short on ideas. In general, I neither kicked them out nor forced them into spotlight. I run the game normally and they usually stay in the background. They don't do much (there is much more talking than fighting in my games typically), but having them in the game hurts nobody. I ask for feedback quite often and when I see that something caught such person's interest, I pursue this theme. I create opportunities for them to gain something by being proactive. I allude to facts in their backgrounds they never mentioned - either confirming or denying these gives me something to work with. Some of them decide that RPGs are not for them. And some gradually open up. There are a few players who, when I started playing with them, only rolled dice for combat or were afraid of any spotlight. After a year or so of playing they became main actors in the campaign. But I definitely agree with Jhaelen that if a player told me something in the general tone of "It's your job to entertain me; don't expect any effort on my part.", I'd show them the door without thinking twice.

Wednesday, 14th May, 2014

  • 09:21 PM - garrowolf mentioned Jhaelen in post Starship Graphics
    @gameprinter - Oh I see. Sorry about that! Jhaelen - Hey! I asked Stardock and they don't mind!! Woot!!!

Wednesday, 19th February, 2014

  • 02:43 AM - Quickleaf mentioned Jhaelen in post The 4e Solo Thread
    Jhaelen Ah, well truthfully I've only had a handful of PC deaths between my last 4e campaign and my from a foreshadowed coup de grace, and two from falling / friendly fire. It would appear my players are their own worst enemies ;) Anyhow, back to the topic of Solo Monsters! I think I've got a list of rules for solo design / major topics that should be covered in a design document: Monster damage equivalence (e.g. solo should be worth 3-5 monsters' DPR) Multi-attacks (connected to above, what is impact of choosing one type of multiattack vs. another? For example area attack vs. opportunity attack vs. minor action attack vs. dual basic attacks) Schrodinger's stat block (i.e. needs to adapt to party size) Action recovery (including mitigating attack penalties) Auras (what makes a good solo aura? how to use effectively in encounter?) Replacing "save ends" powers with something more suspenseful & increasing player don't just make a saving thr...

Monday, 25th November, 2013

  • 05:32 PM - SkidAce mentioned Jhaelen in post What's your favorite trap?
    Well, as mentioned, I don't particularly like traps, but these 'living' traps are even worse. They are too obviously specifically designed by the DM to screw the players, without regard for making any actual sense. I hate that kind of meta-gaming arms-race. Cloakers and lurkers we love. We consider them a natural evolution of magical creatures. Ears seekers and rot grubs, we tend to agree with Jhaelen.

Friday, 1st November, 2013

  • 10:04 PM - Sword of Spirit mentioned Jhaelen in post Sorting RPG Systems
    @Morrus I didn't originally put in genre because so many games are multi-genre, and I'm looking for defined options in each category. But after putting some thought into it, I think including genre is probably a good idea to make the list as useful as possible. @Jhaelen I don't suppose you have an .exe or java version of that application available? @amerigoV How would you choose to classify Savage Worlds? @Steenen Good call. "Realism" is a bit messy. I'd be willing to split it up if I could come up with a couple of clear categories (and I'm not too keen on the name actually--I wrote the OP up on the fly without spending time on refinement). The main thing I'm trying to get at is a combination of how gritty the game is for "normal" inhabitants, and how well the physics model reality versus a more forgiving high action movie. Character power falls more into genre. For instance, Exalted is based around playing fantastically powerful beings, but the Storyteller system that it uses is probably the lower end of adventurous. I'd therefore categorize Exalted as adventurous. I could definitely use a better term than "realism," though. I tend to refer to the vulnerability to influences concept you are talking about as character identity, or player cont...

Monday, 7th October, 2013

  • 12:29 AM - Challenger RPG mentioned Jhaelen in post How to Design a Village in 5 Easy Steps
    ...ideas is just what you're looking for. @delericho : I think that's a fine idea. I guess, dealing with fantasy, I tend to come up with names first and purpose afterwards, but that's not really how it is in the real world. I guess it's just a liberty I take 'because I can'. I'm sure your way would make more sense. @Hand of Evil : Excellent idea. I think it would be a good idea for anyone to add this step when designing a village. It would definitely add a ton of realism to what you're creating and give you even more ideas to go with. I'd also point out that this could be something really crazy or imaginative from fantasy like: "Because all single women over 22 were cursed to live here in the 12th age" etc. Thanks for the link, too. @Morrus : Yes, thanks. I really enjoy creating name generators myself (for various things) but I guess I was always too greedy/lazy to share them. I still have a dozen or so sitting around my hard drives and papers somewhere. Thanks for sharing! @Jhaelen : Yes. What can I say, when I'm wrong, I'm wrong. :) @Dwimmerlied : Thanks. You're most welcome. @haakon1 : Very cool. Thanks. Kind of makes me wish I lived in England. @Derren : Yep. :) *** Regrettably, this will be my last column here on En World. I would like to thank Mr. Morrus for giving me the opportunity to write for his fine website, and I'd like to thank all the great people who are my fellow columnists for being so supportive and writing their own great material. I've had a some chuckles reading a few of your pieces. Thank you to everyone who read one or more of my columns. I really appreciate your time, and thank you for spending it with some of my writing. There are few things in life I enjoy more. Also, special thanks to anyone who commented. Good or bad, the feedback has been great. I've learned a few things and laughed pretty hard as well. While I'd like to continue writing these articles (they're great fun) reasons of time and business have interfered. At...

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Tuesday, 14th May, 2019

  • 01:56 AM - haiduk quoted Jhaelen in post What are you listening to?
    - Tool: Sooo good! When will Mr. Keenan finally decide to dedicate some time to finish Tool's new album - it's been over ten years now, damnit?! It's the musicians that are taking forever. Maynard's been waiting for them to finish the songs so he can write some vocals on top of it, but it's taken them 10+ years to do it.

Thursday, 24th January, 2019

  • 07:16 PM - doctorbadwolf quoted Jhaelen in post Preferences regarding "save to resist" vs. "roll to hit" mechanics?
    I'm not quite sure how 5e DCs work, but in general I agree: Making attack rolls for spells as well as melee or ranged weapon attacks makes the most sense to me. I'm less fond of 4e's saving throw rules. 13th Age is slightly better in that regard, since it supports different difficulties (you need to roll 5, 10, or 15 to succeed, depending on the strength of the continuous effect). I wonder if it wouldn't be better to have an effect simply last a fixed number of rounds and have counter-effects that can reduce that number to end the effect early. 13th Age also features powers that don't allow saves, but only affect creatures up to a certain number of hp. Since you're comparing against the current hp, you can start by attacking them normally to bring down their hp and then finish them off with a power's special effects. It also means that in order to stay safe from such an effect you need to prevent your hp from dropping too low and quickly healing any sustained wounds becomes a priority....
  • 04:35 PM - Jacob Lewis quoted Jhaelen in post What Game Did You Leave D&D For?
    Star Wars somehow has just the right mix of mechanics and narrative elements for my taste. We've only played one-shots, though, not a real campaign, so I cannot say how well it works with high-level characters. The only 'level' acknowledged in the system is 'knight' when you reach 300xp. But without any other tiers or structure built in, there is really no difference. Its not like you encounter tougher monsters or find better equipment. You just play out the stories as long as you are interested in telling them. Dawn of Rebellion has an excellent chapter on structuring campaign arcs like a TV series. Treat each session like an episode, highlighting the main plot and one of the character's subplots. Each character should get two 'epsiodes' during the campaign, which should elude to the next campaign arc. Thus, each arc is like a season of the show. Highly recommended!

Monday, 21st January, 2019

  • 05:43 PM - Richards quoted Jhaelen in post What are you Reading? Jaunty January 2019 edition
    I enjoyed Hominids enough that I'm already finished with it and am moving on to the second book in the trilogy, Humans. I usually read for an hour or so in bed at night; with a three-day weekend, I've found myself reading for an hour or so in the morning as well. I won't have that advantage while reading this second book. I generally prefer to wait until all parts of a trilogy have been published before I start reading, but I don't usually get them all right away. I'm with you there, but since there was a high likelihood that I'd want to read all three books (based on my enjoyment of his previous works) and since all three had already been published, I opted to ensure I could read them in immediate sequence - and thus had to wait until I found a copy of the third book. I did the same with another series of his, Wake, Watch, and Wonder. (On the other hand, I read books one and two of his "Quintaglio" trilogy two decades or more before I ever found a copy of the third book, and I prob...
  • 12:58 PM - Imaculata quoted Jhaelen in post Worlds of Design: How "Precise" Should RPG Rules Be?
    Ah, no. In fact, imprecise rules would quickly kill any interest in me to continue playing. Doesn't that depend on the implementation? I'm not quite sure what you're talking about. Generally, videogames are scripted. Even if there's some randomness involved in the order and composition of sections of the game, it's still impossible that anything happens that hasn't been programmed. Naturally, but games can be coded in a way so that they don't detail every single interaction, but instead provide a broad framework within which various parts are free to interact with one another in unpredictable and not-predefined ways. But perhaps you are referring to procedurally generated (rogue-like) games? I've heard stories about games like 'Dwarf Fortress' which contain so many random elements that players can end up with truly weird combinations that the developers didn't really think of. This can indeed be quite fascinating, but it's also often frustrating because the openness of these games also m...

Saturday, 19th January, 2019

  • 01:29 AM - Ryujin quoted Jhaelen in post Hypothetical: Art, Architecture and Copyright - Who has it?
    Well, this wasn't about architecture, but I quite clearly recall a court decision, that someone wasn't allowed to post a _rendering_ of a trademarked perfume flask, citing the laws about taking photographs since a (photo-realistic) rendering was basically identical to a photograph (something I strongly disagree with, which is why I recall it). I'd also like to point out that the site you linked describes US laws. In Europe laws may be different. E.g. I also recall a conversation where a friend mentioned you weren't allowed to post photos of the Eiffel-Tower while it's lit, because the lighting is copyrighted (or something...). I didn't verify if he was correct about that, but this also struck me as a rather stupid ruling, since what makes the Eiffel-Tower's lighting special is the 'animation', i.e. the different patterns, which isn't something you couldn't see on a photograph. Yes, I hinted at this earlier. The Eiffel Tower, lit and shot at night, is under copyright in several European n...
  • 01:07 AM - dragoner quoted Jhaelen in post Hypothetical: Art, Architecture and Copyright - Who has it?
    Well, this wasn't about architecture, but I quite clearly recall a court decision, that someone wasn't allowed to post a _rendering_ of a trademarked perfume flask, citing the laws about taking photographs since a (photo-realistic) rendering was basically identical to a photograph (something I strongly disagree with, which is why I recall it). This is strange, as fine arts photographs are usually protected similar to paintings, see Robert Maplethorpe's work, and I thought that the OP probably would not have asked the question if it were a painting being sold in a gallery.

Friday, 18th January, 2019

  • 07:58 PM - Ralif Redhammer quoted Jhaelen in post Yet another Ghostbusters movie
    So it would seem. It seems like the reboot cycle is getting faster and faster. Still grumpy about what DC did with Constantine/Hellblazer. Aren't constant reboots all the rage these days?
  • 05:08 PM - billd91 quoted Jhaelen in post Yet another Ghostbusters movie
    Aren't constant reboots all the rage these days? "These days"? People have been remaking stuff since movies began - they just didn't call them reboots.
  • 04:00 PM - lowkey13 quoted Jhaelen in post Star Trek Discovery not getting any better I fear.
    Given that I rather enjoyed Discovery, I'm not sure it matters that it didn't get any better. I enjoyed the ST: Disco Well, I should say that parts of it were good, parts of it were not so good, and while I admired their reach, it seemed to exceed their grasp. Still, I think it's better that they are trying too much, and failing at times, than just re-treading over the same material in order to appeal to an aging fan base. THAT SAID, I haven't watched the first episode of season 2 yet, and I think the show is weakest when it goes too hard where TOS has already been, which is why I am .... not necessarily thrilled with what I understand this season to be about. :(

Monday, 14th January, 2019

Wednesday, 9th January, 2019

  • 04:56 PM - Retreater quoted Jhaelen in post D&D: The Board Game?
    Imho, the reason there's no dungeon crawler able to offer you the same experience as Hero Quest back in the day is that you're not the same person you were back in the day. We sat down to play a session of Hero Quest last year and it really wasn't great. It was kind of fun to revisit the game for nostalgic reasons, but boy have board games evolved since then! However, having said that: I can agree that nostalgia is likely a big factor, but I think I would still like certain things about the game: ease of play, quick pace, GM interaction, etc.

Monday, 7th January, 2019

  • 09:13 PM - doctorbadwolf quoted Jhaelen in post Matt Colville, and Most Tolkien Critics, Are Wrong
    I just tried to reply to Morrus in kind. I was only interested in learning if there was anything that qualified this Matt guy in any particular way to make a judgement on Tolkien's work. Apparently, that's not the case, so this is simply a case of: Two things: A, what useful thing do you think you're contributing with this? 2, no. Matt is an extremely popular voice in nerd circles, who last year broke 1 million dollars with a kickstarter for a 3pp dnd product. You unfamiliarity doesn't indicate anything about the value of his criticism of a thing. He's also a writer with a dedicated following, who wrote the first run of the Critical Role graphic novelisation. There just...isn't really a context in which he's just some random yahoo talking about LOTR. 3, even if he was just some rando, you're aggressively missing the point of this thread. If you don't care about what the thread is about, go find one that you do care about the topic o...

Saturday, 5th January, 2019

  • 10:45 PM - MarkB quoted Jhaelen in post How to test the balance of your d20
    I think it's better to roll it 20000 times for a more accurate result. That'll get you loads of data, but it'll probably also wear down the die to the point where you'd want to replace it.

Friday, 4th January, 2019

  • 11:43 PM - Nebulous quoted Jhaelen in post Call of Cthulhu as a Horror Game
    Since the release of the 'Trail of Cthulhu' RPG, I actually wouldn't consider using any other system for a Mythos campaign. It actually puts the focus where it (imho) belongs: on the investigation. Also, it support both pulp action and a more traditional approach. There's an excellent conversion of 'Masks' available for free. If I ran it again that's what I would do, Trail + the Pulp rules.
  • 04:32 PM - doctorbadwolf quoted Jhaelen in post Matt Colville, and Most Tolkien Critics, Are Wrong
    I'm sorry if you didn't like my (initial) post, assuming you actually bothered to read it. I thought the thread's title implied it was intended to also invite opinions on Tolkien critics in general. If I was mistaken I'll happily refrain from posting again. I’ve no issue with your initial post. If I did, I’d have replied to it in similar fashion as I did the last one. Asking why you should care who the guy in the video in the OP is, is a useless post. If you intended to find out who he is beyond being a guy in a video, you could have actually asked that. Otherwise, I can’t imagine any useful motivation for that post.
  • 12:36 PM - Morrus quoted Jhaelen in post Matt Colville, and Most Tolkien Critics, Are Wrong
    While your being so helpful, let me ask you another question: Why should I care about his opinion? It’s just a video sparking off a conversation. If you’re not interested, there are plenty of other threads.
  • 09:35 AM - doctorbadwolf quoted Jhaelen in post Matt Colville, and Most Tolkien Critics, Are Wrong
    While your being so helpful, let me ask you another question: Why should I care about his opinion? Why post in a thread for no purpose other than to rudely question the validity of the thread? If you can’t be bothered to watch the video, you are free to just keep scrolling. No one is forcing you to post in any given thread.

Thursday, 3rd January, 2019

  • 12:08 PM - Morrus quoted Jhaelen in post Matt Colville, and Most Tolkien Critics, Are Wrong
    Who is Matt Colville? The person in the video in the OP.
  • 02:56 AM - Jay Verkuilen quoted Jhaelen in post Burning Questions: What Do New DMs Need to Know?
    Nope. Ignore alignments. Ban them from your games. Or even better: play an RPG that doesn't have an alignment system. That seems like odd advice for a new DM running... D&D, though I saw from a later post you're suggesting playing another game entirely. At least in the USA, D&D is hands down the most common game and is likely to be what people are going to get players for. If you say "hey, let's play DSA" most potential players will say "huh, what?" Pathfinder is an option but it's just D&D in most ways and I wouldn't think something that rules-heavy is a good starting game, though that might depend. It's got alignment anyway. Rather than thinking of alignment per se, I think the main issue is very self-interested or PVP type behavior. This is very challenging for a DM in the best of times, but it's really tough on a new one. While rules certainly can't stop someone from murder hobo behavior, I do think starting out saying "we're playing heroes" or something like that is a good idea. Th...

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