sambeastie

joined 2 years ago
[–] sambeastie@lemmy.world 2 points 1 month ago (1 children)

Wouldn't commander decks make for pretty slow, boring 1v1 matches though?

[–] sambeastie@lemmy.world 4 points 1 month ago (1 children)

That's kind of what I feared. Although I guess in this case, a "bring whatever you got" would wind up being just zero point canlander decks, so maybe that's fine. This is meant to be fairly casual anyway.

 

I've been playing a lot and trying to pin down what I most like to do with this game, and now that I think I can imagine what my "perfect" format for me would be, I'm wondering if it exists/has a name so I can try to pitch my friends on it.

What I think I want is:

  • 100 card singleton
  • No command zone card(s)
  • 1v1
  • No sideboard
  • Affordable enough that I'm not dropping $1000+ on a deck
  • Low enough powered that I can start building with cards I already have (which is mostly from sets since Foundations)

I know the real answer is "formatless, just throw 100 cards into a deck" but I think there would still be some need to level the playing field a bit since my collection is so much smaller than my friends' But surely people have ways to play that hit at least most of what I'm looking for. So yeah, I'd love to hear what people can suggest!

[–] sambeastie@lemmy.world 6 points 2 months ago

Worth more than most copies you find online because the box looks in nice condition, but not especially valuable. They printed a ton of copies of that edition, it was very popular in the 80s.

Maybe consider playing it? I really like the way the Basic Set plays. Very different from the modern game.

[–] sambeastie@lemmy.world 3 points 2 months ago

Short version: I've just never managed to feel enjoyment while playing any of the ones I've tried. I dont think theyre bad, I just think they dont really click for the way I like to run games. And it has almost nothing to do with combat, which takes up very little table time in my preferred games (combat tends to go no longer than 3 rounds, usually less than 3 minutes each for a table of 6 -- by then, PCs are either victorious, making an expeditious retreat, or dead).

Long version: I just can't find a good rhythm with Monster of the Week, Thirsty Sword Lesbians or Apocalypse World (the three games in this style I've tried). Most of it comes down to how much more mental work it is for me to watch out for move triggers (and memorize the set of moves for each playbook, plus the GM moves. While I already do most of the things the GM moves are meant to encourage in my games of choice, I'm not really thinking of them as I do them -- they feel very fluid, like natural reactions to my players. Hinting at future danger, presenting a hard choice, etc. PbtA games have made it feel much less natural, far more mechanical, and it pulls me out of the natural conversation of a game.

I also dont really like the way it wants me to use dice. Normally, I take the approach that if a PC has the tools, the time and the skills, their desired action automatically succeeds unless it's truly impossible. To put that in PbtA terms, sometimes I want to make a move so soft it's not even there. But PbtA games tend to not accept this, so you have players rolling more often and coming up with mixed success more often than not, which can burn me out and lead the PCs into a death spiral of mixed success, especially when I've gotten worn down and can't come up with anything reasonable to tack on. It's frustrating and anti-fun for me.

And then I think the core malfunction that underscores all of this for me is that PbtA is not really there to emulate a living world, but instead focuses on genre emulation. There's nothing wrong with that, except I've yet to find one that tries to be a genre I like in the way I understand that genre. It seems like my choices are "angsty, sexy, teen drama," "angsty, sexy, adult drama," or "cozy," with not much for me to hang my creative hat on. I didn't watch Buffy, Angel or X-Files growing up, so MotW hit a little soft. I dont care for Apocalypse World's picture of post apocalypse storytelling, so that also didnt really fit for me. And tbh, I can't figure out what TSL is trying to be -- it doesn't really mirror my own queer experience (maybe because I'm not a lesbian?), and doesn't seem to point to any other stereotyped fiction. So it all just feels empty.

Hopefully that explains it, but I love talking about RPGs (even ones I didn't enjoy), so if its confusing I can try to clarify.

[–] sambeastie@lemmy.world 1 points 2 months ago

Looks cool! Piques my interest in the same way as Nox Archaist -- getting to experience gaming from a time before me, but with some of the rough edges sanded down.

[–] sambeastie@lemmy.world 1 points 2 months ago (5 children)

Same here. I was kind of interested in Daggerheart as something to propose as an alternative for my friends who dig the tradgame vibe (I honestly assumed it was going to be very 5e like but with some tweaks and serial numbers filed off), but hearing it's PbtA-like has dashed all my interest.

[–] sambeastie@lemmy.world 2 points 2 months ago

The SN30 is about as close as you can get to that, I think. I have two, and use them for everything. They're basically SNES controllers with analog sticks. No paddles or other macro buttons. Just ABXY, dpad, start, select, shoulders, triggers and sticks.

They do also make the Micro, but that might be too tiny even for a child. Dpad and face buttons only.

[–] sambeastie@lemmy.world 7 points 2 months ago

Perhaps an unpopular opinion, but I actually like D&D and much prefer it to every other family of games I've tried (WoD, GURPS, PbtA, etc). What i dont like is the current iteration of D&D, which is why my recommendations are:

Swords & Wizardry Complete: it's OD&D with some of the rough edges sanded off and all the optional material added. Tons of classes, lots of tools for procedural world building, and very easily hackable. It's simpler to teach to a new player, and its more flexible than 5e for experienced players. The tick-tock of the dungeon turn structure makes it easier to keep pace as a GM, and when in doubt, rolling x-in-6 always holds up. If you want a classic dungeon crawler, this is it.

Whitehack: Still D&D but more narrative. Skills are replaced with groups that can give advantages to tasks directly influenced by membership in that group. Magic is super flexible and everyone has access to some form of it, but the "magic user" class gets to just make up their own spells and pay some HP depending on effect size. Great rules for base building, good GM advice for making adventures that aren't dungeon or wilderness crawls (but are structured like those things). The core mechanic minimizes table math so even your players who struggle with addition can play fast. Less deadly than actual old D&D but keeping the same vibe. It's my favorite for those who prefer narrative to mechanics. In a lot of ways, it's D&D rewritten for the way a lot of people actuslly play 5e.

[–] sambeastie@lemmy.world 4 points 4 months ago (1 children)

Asking them to bring precons sounds good. UT at least two of the people in that group don't even own any precons. For them, the deckbuilding is the fun part, so they'd just as well not play than run someone else's deck.

I think trying to proxy something more powerful is the last chance here, and if I still don't "get" commander after that, I'll probably just throw the towel in and do something else when they break out the commander decks.

Another friend (not in this pod) pointed out that it's for cards you love, a commander youre dying to build around, etc, so if you have to ask where the fun is, it's not the format for you, and I guess I get that.

[–] sambeastie@lemmy.world 4 points 4 months ago

I've been thinking about your comment and I started to wonder if maybe the politics is what's actually keeping me from enjoying the format. I've tried some of that but I get swung at anyway, often because I'm the least dangerous/easiest to attack at any given moment (no blockers, no reach, etc). Even as much as I point to the Muldrotha and say "hey I've played that deck and none of you have targeted that player, it could get wild" it never seems to work. If I'm bad at the political game, maybe the rest of the game just kind of crumbles around me? I hear these stories of people "not looking like a threat" but when i try to do the same I think it looks more like I'm a soft target.

[–] sambeastie@lemmy.world 2 points 4 months ago

I will definitely proxy those and test out this version of the deck next time we play. And if it feels better, I'll get the real ones.

[–] sambeastie@lemmy.world 4 points 4 months ago

Hm...we may be onto something, then...

 

Still another rekative newcomer question, sorry!

I've finally started finding my footing in draft a little bit, and I've found some cool unofficial formats that I've enjoyed deck building for, but this is something that's stuck in my craw a little bit for a while and I'm curious what my options are.

My friends all play EDH, so if I want a casual game I have to play that. They have a number of decks I've been able to borrow, and I did buy a precon I saw at a toy show (Prosper, Tome Bound -- Planar Portal), but so far, I've just not really found the fun, and I'm wondering what I'm missing.

The main problem is that during each of these games, I wind up mostly sitting there waiting to play the game. Not just hecause of long turn times (although when someone has a lot of triggers, that is a factor), but also due to my commander getting instantly removed, or having little in hand to play, or someone having only flyers and my not having any kind of protection or removal in hand...ever. Maybe my luck is phenomenally bad, but I mostly sit there with a near empty board after a couple board wipes or targeted removal or just...well I assume my precon must just be kind of bad because i wind up with a bunch of treasure tokens and nothing to spend them on. In short, for almost any game, my turns have been draw > land > pass, with an occasional play > removed/countered > pass. I've thought about trying to buy a different precon or maybe finding a budget deck list on edhrec and buying that, but I'm hesitant to spend more money on a format I haven't really enjoyed or even gotten to actually play in so far.

So I guess I'm looking for advice. Have I just been playing the wrong decks? Is it because I'm bad at the game (Only about 2 years in, so this seems plausible)? Is it something else? What do I have to do to enjoy it?

What I've been enjoying is Primordial. I got the group to try it but I can tell it's not going to replace or even really augment EDH as their social format. But I dont want to be completely locked out of the social angle with my friends, so I'm determined to find a way to have fun with commander and get into it with them.

 

Hey all!

Went to my second draft ever last night (first was 12 or 13 years ago) and had studied up on Aetherdrift since I'd asked about the event and was told it's pretty much always just drafting whatever the latest set was.

When I got there, though, it turned out the regulars wanted to do a chaos draft, so I ended up trying to make a deck out of everything currently standard legal. Needless to say, this went incredibly poorly for a relative newcomer like me and I ended up going 0-3 (as expected, I assumed I'd lose since drafting is hard, even for experienced players).

After the first match, though, it was pretty clear that this was going nowhere, and the space was a bit louder than anticipated and I could feel myself getting exhausted pretty early. While I finished out the evening playing all 3 matches to completion, I was wondering what the ettiquite around dropping early actually is. Is it OK to bow out if it's clear that my picks were trash and there's no chance? Or if not, can I just let my opponents for matches 2 and 3 know that it'll be pretty one sided and preemptively concede so they don't have to waste any time on rolling me? Or is it expected to just take the lumps and play through the whole thing?

It would be different if I thought I could put up a fight even if I lost every game, but I was having trouble getting any amount of damage through, or impacting board state at all. So the whole thing just felt like I was wasting my opponent's time.

So yeah, just hoping for an ettiquite lesson. Not rules (I know I can technically drop any time for any reason if I let the TO know), but the social angle.

 

Not counting the Steam Deck, since KDE isn't actually turned on while you're running games.

Normally I'm a Gnome guy, but I'm building a tiny low power portable computer and wanting to keep resource utilization low, so I'm investigating other options.

 

Hi all,

As the title, I'm looking for an adventure module that hits on similar notes to a Soulsborne game. The kind of crumbling dying world aeshetic, mixed with misty forests and long (possibly perpetual) nights and vague hints at factions or individuals from a time before. You know. Soulsy stuff. King's Field counts too, even though those games are quite different, since the worlds they portray have similar aeshetics.

I've found Vermis I, which I'm very excited to (hopefully soon) get a copy of so that I can finally actually read it, but as you might imagine, this is kind of a difficult thing to formulate search terms for. There are a lot of people who try to capture these games' mechanics, but seemingly not so many that I could find trying to capture their worldbuilding.

System compatibility doesn't matter, since I plan to just mine it for ideas

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