• 10 Posts
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Joined 3 years ago
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Cake day: June 11th, 2023

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  • I’m partial to semi-narrative combat. My baddies rarely fight to the death, so they’ll disengage and run away when they take too much damage or we start to get bored. Could you try something like that?

    Nerfing the CR doesn’t seem terrible, so long as you have a backup plan in case they roll well.

    Another option might be using Inspiration or another meta-currency to allow the PCs to push a near miss up to a hit. I’m playing Cyberpunk RED right now, and it has Luck, which kinda does that.

    Alternatively, you could try to design fights with non-murder win conditions. Like the PCs are just trying to get across a bridge, etc.


  • sbv@sh.itjust.workstoRPGMemes @ttrpg.networkI will cut you
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    2 months ago

    I feel like there’s some sort of corollary to Murphy’s Law, where players will think of the one thing I didn’t include in my session prep.

    Gotta break into the cult compound? “Let’s use the hot air balloon we saw six sessions ago”

    I love it when players do stuff like that, but it’s a pain in the butt. It taught me to prepare less.


  • Generally speaking, you need to use social signals: does it seem like other people are using the software? Is it recommended by people you trust? Does the author look legit (other projects, a presence on social media, etc)?

    That’s because it’s really easy to hide malware. Developers can’t read an entire codebase, and the codebase of every library required by the tool.

    In the ideal scenario, permissions on your home directory are configured appropriately so an attacker can’t do too much damage. I’m not sure if that’s realistic, however.

    There have been lots of stories about supply chain attacks that steal developer’s crypto wallets, which is a perfect illustration of the problem.

    Edit: running everything in a VM is probably the safest way to deal with untrusted code.







  • I didn’t play D&D until Stranger Things kicked off the resurgence. As a kid, I watched Robotech - I loved the mechs and the sci-fi tropes. That got me into the Robotech RPG which got me into Rifts, which got me into Shadowrun. Existence as a teen was pretty boring, so GMing an imaginary world where life was exciting was amazing. I ended up playing a solo game with a friend for 2-3 hours a day on the phone for a few years. Was it good? Probably not. Did we love it? Yes.

    I gave it up when I went to uni because life got exciting there. I had choices and I could do things.

    Life is a bit less exciting now, so I’ve come back to RPGs. Cyberpunk RED is the closest my group will get to Shadowrun, so I’m GMing that. It’s a good time. But now my games have to be good, so I’m putting more effort into them. It’s challenging and creative, which is something I’m missing atm. We only play two hours a week, but I spend lots of time prep’ing.