Berttheduck

joined 2 years ago
[–] Berttheduck@lemmy.ml 3 points 1 week ago* (last edited 1 week ago) (2 children)

Something to try if they hurt you is to make a really high pitched yip then do boring human as that's what their litter mates would do if one hurt another.

It communicates they cause pain then by not rewarding them until they are doing a good behaviour you train that one rather than rewarding the bad behaviour.

Children especially are very exciting if they squeal and run away if a puppy nips them in play.

Edit: exercise is also super important, someone suggested a fly line which are great for puppies. 5-10 minutes and they will be knackered. Longer walks and more brain engagement play like sniffing can also help with energy levels.

[–] Berttheduck@lemmy.ml 2 points 1 week ago (1 children)

Very true. Also useful to recognise when the pup is over tired and needs some down time. My pup would get very bitey when they were ready for a nap, too stubborn to realise that though so we had to enforce nap time as he wouldn't take himself to bed. Bit like a grumpy toddler really.

[–] Berttheduck@lemmy.ml 26 points 1 week ago (9 children)

This is pretty standard puppy behaviour. The issue is usually consistency. You clearly do the same reaction to their behaviours each time so the dog has learned what you expect.

Your family probably doesn't do the same thing each time or they react in fun ways, like squealing and running away when the dog jumps up. The easy way to resolve this is to train your family, we used a technique called " boring human". So when the dog does something you don't want, rough play, jumping up etc you do "boring human" where you just stand up and don't talk or engage with the dog until it does a behaviour you want to reward usually something like sit. Then you can continue the activity. The important thing is to not engage at all, don't shout or flail as those can be fun and interesting, until the dog does the right behaviour.

[–] Berttheduck@lemmy.ml 8 points 1 week ago (4 children)

Using a phone while driving is illegal in most places while adjusting the air conditioning via a tablet with nested menus is not. In theory most of the data should line up with the new touch screens rather than phones which have been available for a long time.

[–] Berttheduck@lemmy.ml 6 points 2 weeks ago

I mean have you ever "seen" a purple Ork?

[–] Berttheduck@lemmy.ml 4 points 2 weeks ago

I don't miss anything about the town I grew up in. It was full of chavs(who hated the fat nerd), had no entertainment options (the high street was banks and betting shops), very white and racist, 45 minute bus trip to the nearest cinema and the only thing it was known for was having a very high rate of teenage pregnancy.

I even lived there for a while after I came back from uni and tried really hard to keep in touch with my school friends but nobody made an effort.

Where I live now is much better.

[–] Berttheduck@lemmy.ml 1 points 2 weeks ago

Honestly these days if it's had a console release rather than a PC exclusive it will run fine with a controller.

[–] Berttheduck@lemmy.ml 6 points 3 weeks ago

I have a grandfather clock I inherited from my uncle after he died. It's a beautiful piece and reminds me of the good times I had with him every time I hear it chime.

[–] Berttheduck@lemmy.ml 7 points 3 weeks ago

Healthcare professional here, whatever you've got won't be "the worst they have ever seen", even if it is they will still help you.

You're obviously thinking about getting help and making a start on getting better. Having mouth pain or teeth problems is miserable and has knock on effects on everything else. If you can get your mouth sorted out go for it, it's a great place to start with getting back on track.

[–] Berttheduck@lemmy.ml 1 points 3 weeks ago

I've got some prescription lens inserts for my reverb which work wonderfully.

I think Valve has mentioned the intention of the same for the frame, but nothing concrete yet and I'm not sure how they would work with the eye tracking.

[–] Berttheduck@lemmy.ml 2 points 1 month ago (1 children)

No that's about right. My initial pre campaign prep was read the book and understand the factions, session zero to see what themes my players wanted to explore and what factions they were interested in interacting with.

Between sessions I only needed about 10 minutes to think about the next game, who was the job against, who's upset or happy with the crew currently, what factions plans are the players ignoring so are progressing unopposed and what does that look like. Was there any fallout from their last job. The way the city is set up every time your crew gets ahead it will please someone and upset someone else I found that made prepping super easy. Then all I needed was a list of random names for NPC's and I was happy making stuff up on the fly for the most part.

Some of them bigger things needed more thinking and prep like when they broke into the ghost hunters headquarters (I can't remember the name, guys follow the death crows and wear masks), that needed a little more time. Or when they accidentally summoned a demon I needed to work out what it wanted and how it worked. Side note demons are excellent fun and should be terrifying forces of nature in blades.

[–] Berttheduck@lemmy.ml 5 points 1 month ago (3 children)

My longest running campaign was Blades (once weekly for over a year). It's still my favourite system.

The core mechanics are really easy, GM sets the narrative scene and the player says how they respond then builds a dice pool and adjust for difficult actions or ineffective approach (position and effect - how good it will be if you succeed and how bad it will be if you fail).

The game is built to play on the fly with very minimal prep, the scenario in the book is a totally fine place to start and lead into my game. If you run through all the steps of the meta game (updating faction relations and you'll have a good idea which group now has beef with the players crew and as such likely happenings for your next session.

Get used to skipping the boring bits, blades works best when the PCs are doing crazy stuff and using the flashback mechanics to get into or out of trouble. Do any essential prep the crew wants to do for a job but then skip to the engagement roll and just get started, don't let them spend ages planning all the little details.

Don't be scared to throw really challenging scenarios at them (especially after they level up a bit), the PCs have loads of ways to get out of trouble and trauma is beneficial to them initially as it lets them gain more xp. Also death is always a narrative choice so don't worry about killing them by accident.

The setting is amazing, haunted steampunk Victorian Venice so you can lean into the spooky as much as you want. Remember it's always dark and life is pretty terrible for everyone who isn't super rich.

I'm happy to answer questions or bounce ideas with you.

Hope your game goes well.

 

So I've just started a game of Wildsea (green apocalypse happens and now everyone lives on top of a sea of trees and sales in chainsaw ships).

I'm running my players through the intro module to search for a library ship then going to let them have at the world.

Probably going to give them a few options for direction: Foxloft - where every ecological niche is filled with foxes. Dragons Reach - as above but with plant dragons and lots of lizards. (Got the field guide to floral dragons and it just fits so well with Wildsea). The Gau (mushroom people) lands.

Wildsea is very player driven so I'm not sure what my players are going to be interested in yet as we're only 1 session into this game, they have picked a ship for exploring though so probably plenty of travel.

Anyone else run Wildsea? Any favourite locations or themes to include in an exploration game?

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