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Cape Town
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Cape Town
South Africa
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A player in ASoIF and a DM for some 5e D&D campaigns


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Cape Town
South Africa
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A player in ASoIF and a DM for some 5e D&D campaigns
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Saturday, 20th July, 2019

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Wednesday, 29th May, 2019

  • 01:23 AM - pemerton mentioned Sadras in post Is RPGing a *literary* endeavour?
    ... RPGing requires narration: GMs describe situations, and players declare actions for their PCs that respond to those situations. But I don't think the literary quality of that narration is important. What matters to me is that the players feel the significance of the situations the GM describes - that they feel the pull to action, and the threats of inaction. That is, that the situation engage and motivate the players as players, not as an audience to a performance. And player narration should, in my view, engage with and build on this fiction in ways that display the player's view of the fiction, perhaps challenge other players (and even the GM), that make the other pariticpants go "I didn't see that coming!" This is how I see RPGs, with their emphasis on participation in the creation of a fiction that is structured through distinct player an d GM roles, working. And it's how I see them differening from more directly narrative mediums such as books and films.This is why I XPed Sadras's post about Matt Mercer and Steve Colbert. Not because I agree with what Sadras said - he is putting forward a conception of RPGing that differs from the one I put forward, and that places an importance on the literary quality of the narration that I am denying. But Sadras's post engages fully and unequivocally with my OP. It puts forward a conception of RPGing that includes entertainment and audience, and hence a role for literary endeavour. And it does so without any needless detour through word meanings and attempts to prove that someone or other is engaged in self-contradiction.

Tuesday, 28th May, 2019

  • 10:46 AM - Hussar mentioned Sadras in post Is RPGing a *literary* endeavour?
    It seems like they are narrative endeavors or storytelling endeavors. I don't necessarily think that the word "literary" applies when we are talking more about story-craft or fiction-craft than the crafting of literature, even if we apply the technical sense of pertaining to written words. See, this? This right here? This is the goalposts on roller skates I'm talking about. It's not "literary", it's "narrative". It's not "wordcraft" it's "story-craft or fiction-craft". Good grief, you folks complain about shifting definitions? pemerton is pretty clear that literary refers to "wordcraft". Which is also pretty clear what Sadras means. I'm getting the feeling that the meaning of "literary" = stuff I don't like or care about. If it is stuff I care about, then it obviously can't be literary because I don't care about literary. :uhoh:

Friday, 24th May, 2019

Friday, 26th April, 2019

Thursday, 25th April, 2019

  • 04:36 AM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    Blades in the Dark, fir example, has no AC mechanic at all, much less any specific mechanics for combat that are in any way different from sneaking past a guard. Yet, you can have broken or damaged weapons, sucking chest wounds, minor scratches, and many other interesting and "realistic" outcomes of a fight with deadly weapons. 5e, for example, has detailed, combat specific rules, yet generates none of these things. Which is the more "realistic"? You seem to be focused on game processes being the way to introduce "realism". I disagree this is appropriate. There's a dufference between process and resultant fictions. "Realism," to me, can only be judged at the fiction, not the process. However, all of your arguments so far about adding "realism" have been about adding additional processes. I'm pointing out that process is not required for "realism." Sadras, Ovinomancer here is saying to you much the same things as I said to Maxperson upthread. I didn't mention BitD, as I don't play that game - I mentioned Prince Valiant, Cortex+ Heroic and BW as games that permit these various things through a mixture of processes (especially important in BW) and GM narration of consequences - which is my guess as to how it is handled in BitD. (If that guess is wrong then hawkeyefan or Ovinomancer can correct me.) Isn't the shorthand for this realism. Will you be happy with more authentic? more immersive? more RL illusionary? more dramatic? I mean looking for a better description/buzz-word is just playing silly buggers...It's not just playing silly buggers - the fact that you think it is means that maybe you've missed AbdulAlhazred's point. That point was the following: one effect of the AD&D DMG disease system may be that a PC, on some occasion of play, suffers a disease which debilitates him/her for a little while. And that may increa...

Wednesday, 24th April, 2019

  • 04:30 PM - lowkey13 mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    ...hich is moving, and in the solar system, which is moving, and in the Galaxy, which is moving, and there is no such thing as ever being still AND I WILL NOT ABSOLVE YOU OF USING AN INAPPROPRIATE WORD. Yeah, don't ever be that guy. On this realism thing, it's not like this is a new debate, it's just the same old tired discussion with new language; no one is re-inventing the wheel, here. I mean, c'mon- the 1e DMG, in the very opening, discusses "realism-simulation school" v. "game school" (and D&D falls in the latter camp). To quote EGG: "For fun, excitement, and captivating fantasy, AD&D is unsurpassed. As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it can be deemed only a dismal failure." DM's Guide, p. 9. That said, the amount of effort and energy spent fighting over generally-recognized terms is beyond bizarre; there are few, if any, people who can misunderstand what @Maxperson and @Sadras are discussing, unless they only wish to argue about arguing and are fighting definitions that are commonly understood (YOU CAN NEVER STAND STILL!). Sure, we can go all Gusdorf or Wittgenstein on this, but why? I mean, I think I know why; because somehow, the idea of "realism" is one that people naturally fight against; it is not enough to simply say, as was written forty (40!) years ago- yeah, I know what realism is, and I'm just not doing it. Now people have to turn themselves into pretzels by arguing against commonly-understood words. "Yes, I know you said that the fire engine is 'red,' but communication is imperfect. My mental image of red and your can never be exactly the same, and red itself is a concept that covers all sorts of colors, from mahogany to crimson, and since language is imprecise, you cannot possibly call the fire engine red." But yes, most people understand the following when someone says, within the context of a typical TTRPG, that something is "more realistic"...

Tuesday, 23rd April, 2019

  • 07:00 PM - hawkeyefan mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    Sadras I think that when it comes to the phrase "more realistic" I generally don't mind people using it to try and convey an idea. And I think that generally speaking, I'm likely to know what they mean when they use it. The EN5ider article, in that sense, is clear to me what it is trying to convey. So the rules for weapon degradation being an attempt to add "more realism" to the game.....I get what is meant, even if I don't really think it's technically accurate. But sometimes for the sake of conversation and for conveying ideas, that kind of phrase can work fine. I do think a lot of the conversation has been wasted by devoting time to this angle. To me, someone saying "I added weapon degradation to my D&D game to make it more realistic" is perfectly fine. What I don't think is fine is something more like "My D&D game has weapon degradation mechanics, and therefore is more realistic than a game that lacks such mechanics" because I don't think that's true at all and for a myriad of ...

Friday, 19th April, 2019

Monday, 8th April, 2019

  • 02:44 PM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    Maxperson, I don't really know what your point is. I quoted the 13th Age rules to provide an example (as I understand them) of what AbdulAlhazred had in mind (as I understood him) in referring to a "terrible price". AbdulAlahzred agreed that I was providing such an example. The fact that you interpret those passages differently from everyone else posting in this thread, including AbdulAlhazred who was a 13th Age playtester, is of no significance to my reason for posting them to explain to Sadras what AbdulAlhazred had in mind. You might consider, as a reason speaking against your interpretation, that (1) it makes the rule silly rather than sensible, and (2) produces a contradiction with the suggestion that "[t]he campaign-loss rule is key to making combat meaningful." And you might consider, as the basis for revising your interpretation, the following description of a "campaign loss": something that the party was trying to do fails in a way that going back and finishing off those enemies later won’t fix. This doesn't imply that the loss can, as such, be fixed in some other way; it's making the point that the loss has an element in addition to not beating the enemies, and hence that going back and subsequently beating the enemies who forced the initial retreat won't, per se, fix the loss. As I've said, whether the loss can be fixed some other way is something for play to discover. 13th Age is not designed around an approach to play where the GM has already decided what ca...

Thursday, 4th April, 2019

Friday, 29th March, 2019

  • 12:43 PM - DM Dave1 mentioned Sadras in post Unsatisfied with the D&D 5e skill system they wanted to climb the tower and stop short of the top, but didn't explain their goal, then the DM has to prompt them again: "ok, you are almost near the top, now what?" - when that would have been obvious if they had just stated the goal in the first place. That last point is a subtle difference, but one that, IMO, makes the action flow more naturally with a much DM prompting. Example 2 - knocking a creature out without a stated goal Now in combat, declaring a goal is certainly not always necessary but there is at least one very important exception. Player 1: "I swing my axe at the orc - I know a 17 hits - 8 damage!" DM: "You cleave the orcs skull and it falls to the ground" Player 1: "But my PC just wanted to knock it out!" Because the goal was not stated, we now pause the game to have an awkward phase of rolling back the action when, with a simple stated goal, we can have the narrative just flow naturally. Gotta run or else would add some more... but do those make sense @Sadras?

Thursday, 28th March, 2019

  • 11:16 PM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    Not to be a dink, but as a critical theorist, Ron Edwards was a heckuva biologist. Or, more generally, when all you have is a hammer, every problem looks like a nail. There is certainly nothing wrong with academic critiques of RPGs (and the accompanying jargon), but it's a bit much to use obscurantist* terms that are certainly not generally accepted, and to continue to refer to those definitions and to an essay that is hardly universally accepted in order to make your points.I'm not the one who introduced Forge terminology into this thread. Sadras introduced discussion of "stance", and Maxperson embraced it. I think S'mon may have been the first poster to use GNS/GDS terminology, but my memory on that is hazier. But if other posters want to use that termnology, I'm happy to engage with it.

Wednesday, 27th March, 2019

  • 01:31 AM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    ...oldvay Basic or Gygax's PHB. The referee reads the players the opening text about them arriving at the Keep, etc. How does a player decide what his/her PC does?Ability checks. Class based knowledge(rangers and nature, fighters and strategy, etc). Basic knowledge(trees, what food is, etc.). Exploration. And so on. <snip> As for Actor, all that's required is a way to get the information, which has been possible in every edition of D&D.Some of this doesn't quite make sense, For example, both ability checks and exploration require action declarations, which correpsond to choices/decisions made by the character. Players who declare such actions at the start of B2 are declaring those action in pawn stance - that is, they have real world priorities (namely, to learn what the GM's adventure set-up is) and because of thsee priorities they declare actions for their PCs (like "We hang out at the tavern to collect rumours") which will help them with those priorities. Perhaps because of Sadras's misunderstanding about the relevance of Edwards's account of stance to your concerns about "metagaming", you think that there is some important connection between stance and metagaming,. But there is not. Stance is about the basis on which, and method whereby, players make action declarations for their characters. And D&D adventures depend upon the players making those decisions on the basis of certain well-known real world priorities.

Monday, 25th March, 2019

  • 06:18 AM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    ...e, and fails to identify the actual point at issue, which is who gets to decide what a PC knows? The RQ book actually says that "your first duty is to play within the limits of the characters you generate. Even though you are a chemistry major, for instance, your shepherd character cannot (without learning or training) stroll to a game world village and open an alchemy shop." This does not tell us how PC knowledge is established, although it makes it clear that PC background is relevant (eg shepherds typically don't know alchemy). Who gets to interpret and extrapolate from that background - player or GM - is left unstated, although the subsequent discussion of cooperation strongly implies that it is a mutual endeavour. Your view that the GM has sole and overwhelming authority in this respect, which - as best I can tell - extends to vast swathes of setting information also, (i) as a matter of practice will tend to produce pawn stance play (as I suggested not far upthread in reply to Sadras), and (ii) is a very strong form of GM-gating. I am currently GMing a game (Classic Traveller) in which players are expected to conform their action declarations, in part, to their PCs Intelligence and Education ratings. We have one PC with an INT of 2 (on a 1 to 15 scale, with 7 being typical). That is certainly an important factor in action declaration for that PC, but my table would regard as laughable the idea that it's a matter solely, or even primarily, for GM adjudication.

Thursday, 14th March, 2019

  • 03:19 PM - Doug McCrae mentioned Sadras in post Do orcs in gaming display parallels to colonialist propaganda?
    Sadras I'm mostly just trying to answer the questions posed by the OP - Do orcs in gaming display parallels to colonialist propaganda? So I see people online claiming that orcs (or drow or any other savage humanoid race) often unconsciously represent cruel stereotypes of people of color and promote a colonialist narrative.

Wednesday, 13th March, 2019

  • 12:17 AM - Hussar mentioned Sadras in post Star Trek Discovery not getting any better I fear.
    Y'know Sadras, I had the same experience. DS9 really does improve on rewatch (although I still think the show went very, very downhill after Terry Farrell left the show. The whole last season was a grind for me, both the first and second times through. But, yeah, Disco does seem to hold together much better when you watch it like a regular streaming show - two or three episodes back to back.

Monday, 11th March, 2019

  • 05:18 PM - CleverNickName mentioned Sadras in post Critical Role Kickstarter Predition Game: Guess the Funding Outcome (GTFO)
    ... Dausuul: $50,000,000 gyor: $30,000,000 Hussar: $25,000,000 aco175: $23,500,000 CubicsRube: $21,000,000 CleverNickName: $20,612,408.57 ---------Highest-Funded Kickstarter in History (Pebble Time smartwatch) $20,338,986----------- Parmandr: $20,000,000 EnochSeven: $16,213,102 TallIan: $15,876,374 MNblockhead: $15,555,555 77IM: $14,980,000.00 jgsugden: $14,520,000 OB1: $14,000,042 The Big BZ: $14,000,000 dregntael: $13,935,109 chrisrtld: $13,635,019 pogre: $13,500,000 Aebir-Toril: $13,224,376.89 Satyrn: $13,000,000 Yardiff: $12,456,145 -----------Highest-Funded Game Project on Kickstarter (Kingdom Death: Monster 1.5) $12,393,139-------- Radaceus: $12,345,678.91 FarBeyondC: $12,345,678.90 Morrus: $12,000,000 Mistwell: $11,800,000 Mort: $11,620,000 Zardnaar: $11,354,883 <--- The Winner! Sadras: $11,120,000 SkidAce: $11,000,000 Tazawa: $10,700,000 togashi_joe: $10,250,000 DM Dave1: $10,101,010 MichaelSomething: $10,000,000 Lazybones: $9,750,000 PabloM: $9,500,000 akr71: $9,250,000 rczarnec: $9,250,000 Azzy: $9,000,000 Henry: $8,900,000 mortwatcher: $8,666,000 Lidgar: $8,423,976.73 vincegetorix: $8,360,000 SmokeyCriminal: $8,008,135 AriochQ: $7,777,777 robus: $7,750,000 MarkB: $7,500,000 phantomK9: $6,969,696 TarionzCousin: $6,160,000 ClaytonCross: $6,000,000 ---------Highest-Funded Film Project on Kickstarter (MST3K Kickstarter) $5,764,229----------- MaximusArael020: $5,685,000 Prakriti: $1

Friday, 8th March, 2019

  • 04:16 PM - pemerton mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    ... the toss then the fiction changes how you wanted it to, but if you lose the toss then the fiction will change in some way which speaks to what you wanted but in an adverse sort of way is an obvious one, but not the only one. It can be done through mutually respectful back-and-forth about the fiction - this is how stuff can happen in a Marvel Heroic RP/Cortex+ Heroic Transition Scene, for instance - but the back-and-forth approach is (in my experience) only modestly robust under pressure, when the stakes get high and the player wants to push the fiction one way and the GM is interested in pushing it back the other way. That's why MHRP/Cortex+ Heroic uses a different approach, which is a version of "say 'yes' or roll the dice" with some bells and whistles added on, during Action (= high stakes) Scenes. To further lengthen this post, I aso want to say something about free kriegsspiel, which S'mon in particular has talked about in this thread; and it connects also to a discussion with Sadras upthread. In a RPG where the GM has already pre-established important, salient parts of the fiction - a dungeon map and its key is the paradigm of this; a wildereness map is another example - then some "action declarations" don't really constitute attempts to change the fiction in way X. They're really more like attempts to learn the content and parameters of the fiction as already decided by the GM. For this reason, the concept of GM decides is (in my view) not really even applicable to them. But - and this is to reiterate something I've already said in this thread, and have said more about in some other threads over the years - the boundary/contrast between "action declaration" to learn content/parameters of the fiction and action declaration to change the fiction in way X can fairly easily become rather non-robust, and is also highly vulnerable to a unilateral decision that what the player intended as the latter is really the former. A concrete example: a player declares I ...

Wednesday, 6th March, 2019

  • 08:44 PM - Manbearcat mentioned Sadras in post A GMing telling the players about the gameworld is not like real life
    Sadras Awesome! Enjoy. If you’re going to most likely just port things to your 5e game, focus on Failure handling (Fail Forward with either a Twist or a Condition + you get what you want), Exploration Turns + Condition/Light Clock, gear handling, CampPhase/Rest handling, and the mapbuilding procedures (similar to Travellers Lifepaths but for adventure sites). That’s easily enough ported (but you’re going to have to hack magic Light effects in 5e). Numidius I’ll link here when I post it.

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Thursday, 18th July, 2019

  • 02:31 PM - dnd4vr quoted Sadras in post What are your Pedantic Complaints about D&D?
    Sure, but that doesn't fix the issue of weapons being samey or OP compared to the rest. The point is to differentiate weapons by more than just damage making other weapon choices viable. True, but like it or not, certain weapons are "better" than others. There is a historical reason why the arms race existed. If you want the simplicity of 5E, damage is really the only differentiator. Unless you include things like AC adjustments, speed factors, reach, etc. and others into the mechanics of combat (thus, making it much more complicated), you're stuck with just damage. So, 5E adds Finesse and Light for specific options and features, but removed a bunch of stuff that could have been used. Our options for Skewer, Stun, and Wound, even if only on critical hits, makes for at least some difference between say a Flail and a War Pick. They weigh the same, do the same damage, the only difference is bludgeoning vs. piercing. Other than creatures that might have a vulnerability to one of those, there i...

Tuesday, 16th July, 2019

  • 02:12 PM - jasper quoted Sadras in post What are your Pedantic Complaints about D&D?
    LOL! HHEY HEY KID GET OFF MY LAWN. Here is old fart years Last year - 1 to 3 years ago Sometime in last decade 5 to 15 years ago Several years ago - 10 years ago to just after high school graduation. In my life time- yesterday to 1000 years ago

Monday, 15th July, 2019

  • 03:49 PM - lowkey13 quoted Sadras in post John Wick 3- Should You See It?
    So I watched this movie again and I think I enjoyed it more the second time around. The only thing better than watching JW3 two times, is watching it FOREVER, IN AN INFINITE LOOP! You thought I was going to say three times, didn't you?
  • 04:15 AM - Enevhar Aldarion quoted Sadras in post RPG Attack Site Closes As Author Outs Himself
    I think he would have received greater support if he had rather aimed his hate towards Disney shills. Since I find most Disney haters to also be racist and homophobic, and the use of shill is generally derogatory, maybe try not to go beyond the tolerance this site allows?

Saturday, 13th July, 2019

  • 02:57 AM - Beleriphon quoted Sadras in post Check out this beautiful Sword Coast print!
    For those in the know, is vinyl better than having it printed on canvas? Thinking of getting a massive print for out campaigns and was considering canvas until I saw this thread. Depends. Canvas will give a really, really nice Ye Olde Mappe texture. Vinyl wears much, much better. I got an FR map printed on vinyl from and looks great, a bit grainy on the smallest fonts, but totally readable. Canvas though is different, and it will look different, but I'd imagine you'd get large the same effect. Big difference is vinyl tends to be less expensive.

Friday, 12th July, 2019

Thursday, 11th July, 2019

Thursday, 4th July, 2019

  • 03:55 PM - Maxperson quoted Sadras in post Why Rules Lawyering Is a Negative Term
    Lol. It was a GoT reference, when the Hound basically informs a Lannister soldier that his conversational skills where increasing the Hound's appetite for chicken. Of course it was said with less grace. If you haven't seen it then yeah it would make absolutely no sense. I was playfully suggesting such tactic could work on rules lawyers. :p LOL Or people who saw it, but didn't remember it. ;)

Wednesday, 3rd July, 2019

Tuesday, 2nd July, 2019

  • 02:33 PM - Maxperson quoted Sadras in post Why Rules Lawyering Is a Negative Term
    What I find works best is if you turn to the rules lawyer and say "I understand that if any more words come pouring out your..." particularly if we're having chicken for lunch. I don't get that one at all.

Monday, 1st July, 2019

  • 03:36 PM - TaranTheWanderer quoted Sadras in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    I think even the good ones benefit from preperation and tweeking to suit your table. I haven't read HotDQ, but I'm aware that it isn't well regarded. If you don't have time for a lot of prep, I would certainly consider something different. HotDQ & RoT took A LOT of prep and tweaking. I did prep...I just didn't read a lot of extra on-line stuff. I read the adventure from cover to cover, made plot hooks for all the PCs, dropped potion in tough areas and even reduced enemies in a couple places. Despite the module's difficulty inexperience might also be a factor. With regards to where to restart from... I'd say keep the characters, have them rescued by Delaan Winterhound (Rise of Tiamat - Council Member) with his pet Loska, who was investigating rumours of a dragon hatchery in the area. The cult has long since taken off - so the party are a tenday or so behind the Cult. The characters failed so they should have a setback of some kind besides the fact that they lost their e...

Tuesday, 25th June, 2019

  • 07:24 PM - Blue quoted Sadras in post Changing rest periods
    This Resting variant uses a recovery check (1d20 + proficiency bonus + primary stat modifier) along with the exhaustion track as the mechanism for the recharging of short and long rest abilities. Questions Determining ability score? 1. How do you determine ability score to use? Like can weapon wielders pick either STR or DEX? Or does an archer fighter need STR? How about unusual builds, like a DEX based barbarian? Could a paladin choose CHR or STR or is it set to one? Spellcasting 2. Is each spell slot a separate roll, or is "spellcasting" a single check? Features with uses 3. For features with uses or charges, is the recovery for all or each? Recovering Ki for a Monk, or Superiority dice for a Battlemaster fighter. Racial features 4. How do you recover racial features like the Half Orc's Relentless Endurance? If it's a roll, what ability score does it use? Concerns Short Rests same Day 5. Short rests classes are balanced against other classes by being able to be...
  • 03:44 PM - Oofta quoted Sadras in post Why the Druid Metal Restriction is Poorly Implemented
    Yes, but a really bad one. :p So we can just redefine words to mean anything we want? A vegetarian can eat all the steak they want and still be a vegetarian? Cool. From now on proficiency in martial weapons really means that I can shoot laser beams from my eyes. 'Cuz lasers are awesome!
  • 02:09 PM - dnd4vr quoted Sadras in post Changing rest periods
    I use a recharge mechanic, essentially a die roll vs DC to regain abilities without earning a level of exhaustion. DC is dependent on whether you're recharging short/long rest powers, how many times you have recharged already and the no of days since your last long rest (24 hours). The longer you travel without a full day's rest, the harder it becomes to recharge. And a long rest cannot be out in the wilderness while looking over your back or engaging in night shifts - it needs to be in safe, tranquil, comfortable surrounds with adequate food and water. Works for our table. Hmm... I never considered the recharge mechanic. Interesting idea since that is really what rests are for. Could you provide a more concrete example?

Friday, 21st June, 2019

Thursday, 20th June, 2019

  • 10:05 PM - Tony Vargas quoted Sadras in post The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
    However, all is not lost, the one newbie player is likely to become a DM in his own right, having purchased easily 7+ books of 5e and having watched/listened to over 200 hours of CR. Always great to see that happen! :)
  • 07:11 PM - Tony Vargas quoted Sadras in post The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
    EDIT: With regards to the OP, I think the MAYA design principle makes a lot of sense. Agreed. 5e definitely found the right compromise between advanced and acceptable. This was one of my major issues with the game, and sadly this problem persists in one of my 5e groups as I have two new players who simply cannot comprehend ToM TotM may be a relatively new label, but the necessity of playing without a play surface has been around as long as D&D has been played in tiny dorm rooms and the like. ;) It really is kind of an "advanced technique" though, if the system doesn't have fairly solid support for it (Like 13th Age, for example). It's just not that easy for new/casual players - and just plain always hard for some people (people with as much right to enjoy an RPG as anyone else) because our brains aren't all identically wired, and the wiring that makes you good at one thing might not work so well for another - or DMs to visualize a detailed environment, 4-6 PCs, and however many enemi...

Tuesday, 18th June, 2019

Friday, 14th June, 2019

  • 09:10 PM - Lanefan quoted Sadras in post Why are we okay with violence in RPGs?
    Sure, XPs has its 'negatives' too, although not everyone sees all of that as bad. Having read many of @Lanefan's posts about the table he and his group run, I'd say they're ok with much of it. They easily run disproportionate leveled characters at their table with no worries, and have a lot of fun doing so. The higher-leveled characters shielding the newbies, with character death being a certainty.:DIn fairness, I think Lylandra was referring to newbie players rather than characters. But yes, and back to the theme of system flexibility, 0-1-2e are far more flexible as regards in-party level variance than either 3e or 4e are; 5e has trended back towards this flexibility which is excellent. (EDIT: billd91 got to this ahead of me, upthread) And that brings up another issue I have with milestone levelling - lower level characters can never "catch up". Also, how does one ever introduce items or events that give an individual character a level - or take one away? What happens if a characte...

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