[-] jnarical@ttrpg.network 2 points 1 year ago

Yes, that’s what I wanted to know. So alas, no out-of-the-box magic for me…I find it incredibly frustrating that in 2023 one can’t simply copy-paste text from one local console to another. It seems like a basic function for a terminal-based *nix systems which doesn’t exist. I know it’s complicated even at the first glance, with huge security implications (like copying text in the root terminal and pasting it to a user one) but I believe it’s all solvable

[-] jnarical@ttrpg.network 6 points 1 year ago* (last edited 1 year ago)

There’s a gif on GitHub page, but it doesn’t make it obvious (for me) if this software can help with “regular” copy/paste. What if I’m logged into two tty sessions at once, can I copy text in nano in one tty and paste it in other editor, like micro, in the other tty? With some universal hotkey?

[-] jnarical@ttrpg.network 1 points 1 year ago

We have like 15 of them here...

[-] jnarical@ttrpg.network 1 points 1 year ago

What's the point to have "Ideals" next to "Alignment"? Are they mechanically different?

[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

Ok, as I've mostly play Dungeon World and hacks recently...

DW: Unlimited Edition: https://drive.google.com/file/d/1pv6kVVJhbJi1vr8hVeWh1NqrDQJKgY1B/view

Homebrew World: https://drive.google.com/file/d/1oLQ6QUT9LgOZuzoB_YqUaCjfPGYEOlud/view

Not the best example cause DW tries to mimic D&D to some extent, using words like "Alignment", "Good", "Lawful" etc but I'll leave it here too, just for comparison...Dungeon World: https://dungeon-world.com/downloads/Dungeon_World_Play_Sheets.pdf

As you can see, this kind of alignment has two parts, (kinda) vague name and very specific description, which tells what character should do to gain XP. But sure you'll gain XP for doing something that fits well with "vague" name.

[-] jnarical@ttrpg.network 5 points 1 year ago

It’s pretty standard thing in systems other than dnd, called “drives” or “motivation”. There are plenty of them, not only nine. And there’s no need for axis, and no need for names like “path or some shit” too.

[-] jnarical@ttrpg.network 0 points 1 year ago

DM should adapt... like, okay we'll summon another demon, just less powerful

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There's a thing about D&D - it's actually a wargame. Big share of its rules is tailored to tactical combat. "I go forward for 3 squares, use this ability, use that ability, end of turn" - that kind of stuff. You can play without it (system is a tool, yes) - but in that case you throw off half of the game rules, so what's the point? Anyway, there's nothing wrong with it and there're many people who seek for just that gameplay style.

D&D is the most famous game system due to enormous amount of money spent on it by publisher / copyright owner, and it lasted for decades. But TTRPG is much more that that.

There's TTRPG design framework, called "Powered by the Apocalypse", or PbtA, as the first game made with it was "Apocalypse World". Here's a short list of PbtA features and principles:

  • it's narrative, which leads to making and telling interesting stories
  • "Fiction first" principle - player don't use character abilities like pressing button in videogame, they describe what they want to do, and that description (possibly) triggers a move
  • Moves system. Moves are NOT abilities. Their goal is to make emphasis on key game aspects. When you trigger a move - it matters!
  • "Fail forward" principle. When player fails a roll - GM makes a move, and story takes a turn. Player gets XP for failing,
  • "Play to find out" principle. GM doesn't know what will happen. Players make the story together.

Dungeon World is a PbtA game with strong D&D flavour. That means, it has kinda familiar character classes, races, and atmosphere - full of dungeons, taverns, orcs, goblins et cetera. But it plays vastly different. It's rules-light system, easy for new players, but somewhat demanding for the GMs skills.

As for me personally, I was using reddit for its DW sub mostly, but now it's still in blackout.

[-] jnarical@ttrpg.network 5 points 1 year ago

It's much worse in Lemmy due its "federative" nature. For example, for "Dungeons&Dragons" - in reddit you have 9 subs in search, 2 of them are memes-related, 3 are "general" ones, 2 for DnD5e, 1 for DnD3.5 and 1 for UK people. They have clear distinction at least in their names, and sometimes have separate "theme", like the one for 3.5 edition. In lemmy we already have 14, most of them have same name, literally letter to letter. And don't forget that lemmy's userbase is ~6000+ times less than reddit. People just continue to create new instances and same comminities, over and over.

[-] jnarical@ttrpg.network 1 points 1 year ago

Meta-communities in two flawors:

  • user/UI-based, where the user can create an entry in his preferences, add a bunch of communities there and set which one will be its "facade". The main "con" here that every single user should do a lot of work by himself
  • server-based, where you can create new meta-community, add your own community there, and send invites to all similar communities to join. Every community that joined could(should?) be removed from discovery, but be visible as "nested". Search by its name should lead to meta-community. Ownership of meta-community should belong to its members in term that not a single one could delete it or make any harm. Meta-community exists while there's at least one member in it.

Important part that one to be careful about combining feeds. Small cozy community can just dissolve in valley of posts from much larger one. The thing is controversial, on one hand it's really handy to see all the posts all at once, on the other hand - it can kill smaller communities, as their creators will lose the sense and desire to have them maintained. There are different solutions:

[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

Meta-communities in two flawors:

  • user/UI-based, where the user can create an entry in his preferences, add a bunch of communities there and set which one will be its "facade". The main "con" here that every single user should do a lot of work by himself
  • server-based, where you can create new meta-community, add your own community there, and send invites to all similar communities to join. Every community that joined could(should?) be removed from discovery, but be visible as "nested". Search by its name should lead to meta-community. Ownership of such meta-community should belong to its members in term that not a single one could delete it or make any harm. Meta-community exists while there's at least one member in it. Picture of meta-community in discovery could be anything, one can take it from most populated member community, but user could be able to change it in his preferences to any other member.

Important part that one to be careful about combining feeds. Small cozy community can just dissolve in valley of posts from much larger ones. The thing is controversial, on one hand it's really handy to see all the posts all at once, on the other hand - it can kill smaller communities, as their creators will lose the sense and desire to have them maintained. There are different solutions:

  • Make feed combined, but give posts from smaller community higher priority
  • Make user to switch feed manually and let hit set "default" to show when you open meta-community
  • Give user a choice between two

To me, manual changing feeds feels more healthy for a smaller ones.

1
submitted 1 year ago* (last edited 1 year ago) by jnarical@ttrpg.network to c/dungeonworld@ttrpg.network

It's much better, no?
upd: edited title for clarity

jnarical

joined 1 year ago