naught101

joined 1 year ago
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[–] naught101@lemmy.world 5 points 2 days ago* (last edited 2 days ago)

It's not contradictory. Feelings and actions are not the same thing.

Maybe I really like ice cream (feeling), but it don't actually want to eat it (action) because I'm worried about something unrelated, like my weight.

[–] naught101@lemmy.world 5 points 2 days ago

Yes, absolutely. Both are possible. Different peoplwith different experiences and tendencies operate differently.

Also, there are lots of different types of love. https://www.ftd.com/blog/types-of-love

[–] naught101@lemmy.world 8 points 2 days ago (2 children)

Assume this is not meant to be NSFW?

[–] naught101@lemmy.world 3 points 1 week ago

Probably about the same as for whether a god exists.

[–] naught101@lemmy.world 2 points 1 week ago

Then I'll do it. If it doesn't cost me too much. I can't see someone else's perspective really, but I can at least be empathetic..

[–] naught101@lemmy.world 2 points 1 week ago

Yeah, that's always gotta be true to some extent.. If not, then the apology is gonna be insincere anyway. But it doesn't mean that the regret has to be massive for you for the apology to be valid or useful.

[–] naught101@lemmy.world 2 points 1 week ago (2 children)

I get that this is a joke, but there's a good point there too: I don't give apologies because they were demanded, if give them because I can see that they'd help improve the situation.

[–] naught101@lemmy.world 3 points 1 week ago

Yeah, I'm definitely assuming good faith above. I'm lucky that I'm mostly surrounded by people for whom that assumption makes sense.

[–] naught101@lemmy.world 27 points 1 week ago (10 children)

Yes.. Apologies aren't about fault for me. They are about recognising other's suffering, and possibly about acknowledging my contribution to that situation.

The apology isn't about you, it's about the other person, and showing you care about them.

 

What campaign archetypes (e.g. defeat the dungeon boss, rescue the princess, heist) exist that can work in a really short campaign, ideally a one-shot?

Interested in stuff that can be used for any system, but suggestions for cool game-specific campaigns that can be generalised are also welcome.

 
 

What interesting mechanics exist out there?

I don't mean just "here's a new way to roll combinations of polyhedral dice", or "here's a new theme overlaid on a standard progress tracker", or "here's stress with another name".

I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC's push rolls, or Slugblaster's Beats/Character Arc, or Blades in the Dark's Flashbacks (these might not be the first games that those appeared in, but the point isn't the game, it's the mechanic).

Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

 

There are games that have a "big fish in a big pond" feel - e.g. sandbox D&D games, or a "big fish in a small pond" feel, e.g. games with contained campaigns/missions.

There are also games that do a "small fish in a small pond" feel really well, e.g. Fiasco.

Are there any games that do a "small fish in a big pond" feel well? e.g. games where the players are not outstanding heros, and where the world feels big - not only spatially, but also socially and politically?

Edit: lots of good suggestions so far, but maybe I could have added:

  • it's fine and good if the small fish somehow end up having a big effect
  • it would be amazing if the big-world had well fleshed out other goings-on. Ideally some mechanics that let all players contribute to this feeling, so it doesn't depend entirely on the quality of the DMing

Edit 2: title, to avoid all the computer game suggestions. I guess the community name isn't hint enough, huh?

 
 

Have you ever learned things from playing table top RPGs (or other story games) that you've been able to apply in other areas of life, outside of gaming?

 

I want to get into Keats, because he keeps getting referenced in other fiction that I love.

Anyone have recommendations for where to start, and also what to pay attention to?

 

What books or articles have you read recently that fundamentally shifted the way you think about the world, and how you interact with it (work, social, play, whatever)?

 

If someone was interested in understanding as much as possible what the world of TTRPGs and story games had to offer, which 5 games would you suggest they play first, and why?

Ideally this would include a broad array of mechanics, themes and settings.

Inspired by a discussion over at !rpgmemes@ttrpg.network : https://lemmy.world/post/33918016/18604654

 

Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs.

I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated.

We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.

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