juergen_hubert

joined 2 years ago
 

Welp, that dampened my enthusiasm for the game. I won't preorder it, and maybe wait until it is on a Sale for a reduced price.

[–] [email protected] 1 points 2 years ago

Playing in a D&D 5E game, running a Scion campaign heavily inspired by German folktales and folklore.

[–] [email protected] 11 points 2 years ago

Also, if Prigozhin wins, Putin will probably end up being "killed by traitors", but Prigozhin will vow to avenge him and bring all traitors to justice.

[–] [email protected] 3 points 2 years ago

Probably not quite yet - they'll want to give Russian units time to retreat from the frontline and intervene in Russia.

[–] [email protected] 2 points 2 years ago

Two TTRPG sessions (Dungeons & Dragons in person, Call of Cthulhu online), going swimming at the public pool, working some more on my translations of German folk tales.

[–] [email protected] 4 points 2 years ago (2 children)

Nuclear needs a steady supply of water for cooling, which has become rather unreliable these days in many regions.

 

Confession time: I am not overly enamored of "rules-lite" RPG systems. As long as the system is coherent and well-thought out, I prefer it when the system has rules for all sorts of things - from tactical combat to running chases to social encounters to falling damage and so forth. I like GURPS, I like D&D5E, I like Pathfinder 2E (although I haven't gotten a chance to try it as much as I'd like).

However, one thing that I want to be as simple as possible: NPC/monster creation. When I am the game master, I want to churn out the stats for enemies that the PCs can overcome as quickly as possible. Any time I spend on building NPC stat blocks is time I can't spend on working out fiendish adventure plots.

Here are a few examples of NPC creation in different systems:

Horribad: D&D 3.X, Pathfinder 1E. Too damn many derived values, templates, and so forth. Far too much math for far too little to show for it.

Bad: Exalted 1E/2E. NPCs have all the same stats as PCs, of which there are lots. Plus lots of charms with overly long texts, in the case of Exalted NPCs.

Decent: GURPS, D&D5E. The math isn't too complicated, and you can easily recycle and modify existing stat blocks - though you have to be careful so that these NPCs are balanced in a fight. Exalted 3E edges into this territory with their "Quick Character" concept - but they spoil it with insisting that "significant NPCs" should be built with all the same rules as player characters.

Good: Storypath System, Exalted Essence. I love how they boil down all skills to: "This dice pool is for what the character is good at, this is what the character is okay at, and this dice pool is when they have to do something they have no real competence at" - and the GM can define these however they like, and even improvise this. Then you have a very few other stats like Health and Defense, and you are set apart from a few special qualities! I've started running Scion very recently, and I am very impressed with this.

So, what other examples do you have of RPG systems that do NPC creation well - and which do it badly?

[–] [email protected] 1 points 2 years ago

Well, a dedicated Wacom tablet with in-built screen is always going to be superior for serious artwork.

But when you are traveling, the ability to do quick digital color sketches in broad daylight could be very useful indeed.

 

I am curious - has anyone tried out these color e-ink Android tablets with some popular drawing/painting apps?

I have a reMarkable 2, which is decent for quick black & white sketching - but I really want a color e-ink tablet one day, and I want to make sure that color drawing and sketching works well with them.

[–] [email protected] 1 points 2 years ago

Mass-blocking fascists with the Likers Blocker Chrome Extension was the only thing making Twitter even remotely bearable since the takeover, and even that became tricky due to the API changes.

All that I still use Twitter for is messaging a few people who still haven't moved elsewhere.