European guy, weird by default.

You dislike what I say, great. Makes the world a more interesting of a place. But try to disagree with me beyond a downvote. Argue your point. Let’s see if we can reach a consensus between our positions.

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Joined 2 年前
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Cake day: 2023年8月19日

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  • Primary objective: fun.

    I’d share my work for free. At best, I’d add a little “If you had fun, consider sponsoring me. If you can’t, share it with others and keep having fun and causing mayhem.”

    I’d laugh my head off if someone told me they used a Fire Wave in a narrow alley to take down a group of mobs and in the process burned a hole in the city wall or torched half the town.

    Yes, it was created with classes/professions in mind and each class has a unique skill tree and some even have subclasses or class specific skills.

    As an example: a magic user would need to choose which college it would start with - healing, fire, water, etc - and as the character evolves it can access higher tiers with more complex spells and skills. I had an idea to also cross skills to unlock others, as in having a given skill in the college of water and by acquiring a skill under the college of life, it would unlock a mixed nature spell/skill.

    There was a lot of thought thrown into it. I wanted some very complex under the hood yet easy to play and approach by any person and get gratification by getting into the game, in the moment.






  • The overall skill trees I was working on were huge and skills were tiered, linked to class/profession.

    An easy example: a magic using character.

    Magic requires mana and spells burn specific amounts of it to be cast. A player could invest their experience several ways: spend their experience to increase their mana pool, spend experience to improve the grasp of a spell (better understood spells would be easier to use, quicker, last longer, etc), acquire new spells within a college or access another magic college (a magical healer could access offensive magic, like fire/lightning based spells, as a quick example, or defensive, like barriers).

    It was fun to think about it, then.




  • Congratulations. Having high level characters and well rounded players does make everything smoother. If you’ve had those, I envy you. But not much.

    I’ve managed a couple of games but I always made my plots to willfully accomodate chaos. I like to reward stupidity and recklessness. After a couple of disastrous events, the table tends to settle down and the mood tends to loosen up.

    I’m fairly comfortable saying we have different approaches to playing and play directing. Which is good.


  • That is scripting.

    Are we playing a campaign or renacting the Lord of the Rings?

    Live for the chaos and mayhem. Expect it. Thrive from it. And tell the players that if their precious avatar dies, it’s on them, exclusively.

    A campaign should be built around goals, capable of being moved around, delayed or put ahead of schedule as needed.

    The players are walking in the campaign blind. It’s not their concern if a random action - that may be completely in line with their character - ampers, deviates or collapses the entire campaign.


  • Set wide goals, expect mayhem, have fun. Anything more than this is wishful thinking.

    DnD is no more just dungeons and dragons. The moment it becomes an open world, the players roam around and do mischief.

    If you want to play out your dream campaingn, write a book. It will never play as you expect or want. Unless you have the play fully scripted, with fixed roles and outcomes, it will derail.

    You’re welcome to down vote to your content.







  • I won’t hold my breath on it.

    Up until this minute, AI has produced plentiful examples of how it can produce anything but good code.

    I’d rather have a developer writing software, slowly, because they have an intelectual itch and want to try and see the outcome of their idea than the proverbial army of monkeys furiously typing away.



  • We are, actually. We didn’t ask to exist. It was forced onto us by a cruel god that thought it would be neat to make humans.

    We aren’t owed nothing.

    I’m going to take a hit and say I made a poor job at explaining myself and clarify that, for the creed I mentioned, the creator entity did not made humans. What the creator entity did was set off the unfolding of reality as we perceive it: the Universe. Humans contained within it are off shoots of causality.

    There was never a direct nor directed intention to create humanity, thus, nothing is owed to it.

    The premise is that anything to exist is better than nothing. If the Universe was to be populated with barren rocks and flaming balls of matter - which is, mostly - without humanity to perceive it that creation mythos was already fullfilled.

    If we think back to the dumpster baby, god created a child and threw them in a dumpster. For fun. It doesn’t get to wash its hands and say “I don’t owe them anything, it’s up to them to survive.” It’s still responsible for creation and it is derelict in its duty.

    That premise is the premise of the christian, islamic, jewish, and all other self appointed omnipotent creating entities. Those entities claim to have created humanity, in their image, to ocuppy a world they devised for that specific purpose. A world created in such a way that, nonetheless, humans make use of their own agency to tamper and distort.

    I’m not a believer but that is the short and dirty version of those myths: the world was perfect, until humans decided they weren’t completely happy with it. Which leads us back to pointing fingers at the creator, for making a poor job.

    This is a circular discussion.


  • qyron@sopuli.xyztoAsklemmy@lemmy.mlWhat is your faith/religion?
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    1 个月前

    Who is responsible for birth defects?

    Biology, genetics and environmental causes. And poor judgment from the parents. So, it depends.

    For natural disaster?

    I guess… physics, primordially? Followed by stuborness, shortsightness and stupidity of humans?

    For sickness?

    Virus, bacteria, exposure, malnourishment, and others?

    These things aren’t choices […]

    A good part is outside our capability to act upon, I will gladly grant you that. But there are parts where we can in fact influence the outcome.

    […] and we aren’t responsible for them, […]

    The moment any individual realizes something shoul not be in such a way, that individual can take responsibility to avoid or mitigate it.

    […] they happen because god created a cruel world for us to suffer and die in. God created the dumpster and threw us in.

    At best, reality is indeferent to what happens to an individual, a species, a planet, a star system or even a galaxy.

    We have been setting our course in reality from the moment we achieved sentience and consciousness. We find things cruel, unfair, whatever, because they do not favour us. We’re owed nothing for existing. We take a debt towards each other in helping exist in such reality.

    There are no gods nor higher powers to shift blame here. We’re here, now, and we have to deal with it. We can choose to try to make this world better for others or allow it to follow its own devises or even actively make it worse.

    Individual agency. The stage is set: write and enact your own play.