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Cake day: July 3rd, 2023

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  • Yes, you can make players pre-plan. You nudge them.

    No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to “this player won’t stop looking at their phone and their turns take forever” may be to remove them from the group.

    Why does it matter how much time everyone takes?

    I don’t want to wait 5 minutes for someone to dither and dither and finally decide “I attack”


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    18 hours ago

    This was a weirdly aggressive comment.

    The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

    You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.

    It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.

    There was a problem, and in trying to fix it, the DM created a second problem.

    What is the second problem?


  • I don’t always run a timer, but it is a tool in my box.

    Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

    I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.

    If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

    In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.

    The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.


  • I think having areas with weaker or stronger enemies is fine. Good, even. So long as you can tell by looking at them what you’re getting into.

    Dark Souls generally does this. A rotting skeleton is a low threat. A giant knight in black armor and man sized sword is a bigger threat.

    Oblivion will often have dudes that visually and behaviorally are the same, but hit way differently because of the numbers assigned to them. You can’t really look at a scene and understand what you’re getting into.

    Other games also do a bad job here. Borderlands for example will have identical looking bandits, but in this area they’re indestructible level 100, and that one they’re push over level 5. The ass-creed Viking one did the same thing. Archers on one side of the river you could ignore, but the far side would one hit you.

    I think a lot of studios don’t want to invest in the extra art assets and stuff when it’s cheaper to just use the same monster model and assign it different numbers.


  • I feel like trying to combine

    • high vertical power growth
    • non linear “open world”
    • power fantasy

    all together is just fundamentally at odds with itself.

    Personally I’d prefer to see less vertical power growth. I’d rather have the numbers stay somewhat constrained.

    Like, let’s say the most damage you can ever do with a lightning spell is 100. Work backwards from that to figure out how much health things should have. We want a master mage to be able to blow mooks up in one zap, mid tier in 3, and big scary shit in 6.

    A novice mage zaps for 20. We want mooks to take 3 hits, mid tier stuff maybe 10, and big scary stuff a lot.

    Mooks: ~60hp Mid tier: ~210 Bosses: 600

    If your gameplay is then deeper than a simple stat check, a novice can persevere and win against a big challenge.

    I really super dislike it when you have stuff that looks like a mook or a boss, but is statted otherwise. I remember in Oblivion some witch lady was oddly high level, and she kept fighting despite having like 50 arrows in her face.

    Something like that, but with more thought put into it than a Lemmy post from the couch.






  • I don’t think I’ve ever desired to have speech as an interface for a device.

    Yeah, I could yell at it “Open the browser and go to uhh the order of the stick comic index page” and maybe it would get it right. Or I could just… click on the browser, type oot and pick it from the drop down. Faster, no error, no expensive processing.

    I don’t drive (cars are a bad form of transit and I’m lucky enough to not need one) and I’m not hands-full in the kitchen often.








  • One of the things I learned from being in a group that rotated DMs: Some DMs really expect more or different things from players tactically.

    Like, when one guy was running you could pretty much just run into a room and fight, and you’d win. You’d have plenty of time to long rest, so you should just blow all your spells.

    The other guy expected like some scouting and planning. Take out the outer patrols first without letting them get a message to the castle, then assault the warlord. Going directly in means you’ll be flanked by those patrols. The total size of what you’ll be dealing with is pretty well known, so you can ration your spells out with pretty good information.

    And then there’s the “This dungeon is inhabited intelligent creatures that have spent years fortifying it against intrusion. You don’t know the layout or what forces you’ll face. Your enemies are advancing their goals, and every day you spend means more of your homeland is consumed by The Dirge”

    I’m between #2 and #3 there. The wizard struggled a little going from “leveled spell every round” to “I should think about my resources.”

    I still tend to run things a little too hard, but the group I ran for full time got into the groove and never wiped.