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Cake day: July 13th, 2023

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  • At its core DnD is a wargame where we spend most of the game time fighting against monsters and bad guys. Having robust combat systems is the big draw of the game and fighting monsters in interesting ways without being too unfair either way. People want rules that are robust enough to make interesting combat but don’t completely break down under a bit of the box thinking, like the peasant rail gun, or the moon box lich, or the create water in someone’s lungs to cause drowning, or the coffeelock to get infinite spell slots.

    All of these mechanical oversights are frustrating to play with because we have to stop the game and debate over whether this cheesy game breaking bullshit should be allowed at the table and it takes time away from the reason we’re all here, to get together play a game, and let everyone have fun, DM included. And sitting around debating whether the moon counts as a container for a lich’s soul reliquary or lining up 500 peasants and each of them readying and handing off an object at a bazillion mph for an hour and a half breaks the rules is not fun.

    You want a system for magic that encourages being busted even at high levels? Play some Mage the Ascension, you can do some absurdly wacky shit even at fairly low power levels.




  • Because certain systems have different focuses.

    The core game focus of DnD is pretty heavily directed toward combat. Most of the spells and skills your character has are for combat or for getting into combat or for between combat encounters. It’s a combat centric game, with some RP rules added on top for in-between combat encounters.

    Compare that to World of Darkness’s Storyteller system, which is much more heavily focused on the social interactiom and narrative drama. Combat in that game is quick and usually quite lethal, and even in the 5th Edition games Paradox is releasing, calls for combat to be 3 turns before resolving the interaction.

    It takes a lot of time and effort to add on your own rules to make these systems handle what they weren’t really designed for.

    I wouldn’t really want to run a game of complex political intrigue in DnD just as I wouldn’t want to run a monster slaying dungeon crawl in World of Darkness.



  • Yeah, gender being a social construct doesn’t mean everyone everywhere just suddenly becomes genderless androgynous blobs, we still express our gender in the ways we want to express them.

    For example High heels, sheer leggings, long curly hair, and a flowy skirt and poofy blouse adorned with shiny bits. Am I describing the style dress of women today or the style of dress of 17th century French kings?


  • Certainly coffee houses do have historic basis in our own reality but the highly commercialized omnipresent franchises with extensive supply chains like IRL Starbucks would definitely be a bit more anachronistic, especially in an adveture friendly world where monsters and bandits are waiting outside the walls of the city waiting to ambush cargo shipments.

    Something like that probably wouldn’t have been even remotely possible until the age of Mercantilism well after the medieval period gave way to the Renaissance and eventually the age of exploration.


  • Less about specifically hating Roll20, than the blatant engagement in anti-competetive practices and the monopolization of the industry in a push toward a vertically integrated monopoly.

    Sort of like if Hasbro bought out the main book printer used by a bunch of TTRPGs so they have a vertical integration and can basically force all those other games to either deal with a hostile competitor to get books printed at unsustainable prices or completely upend a huge section of their development pipelines, try to find another printer, build that relationship, rework the pipeline and formatting guides so the printer actually can print the books. That’s a process that could take multiple years and millions of dollars to do. Both of which options would kill even large rpg studios.


  • As a DM dice are there to make noise behind the screen and raise tension. They’re a psychological tool as much as they are a randomizer.

    Personally I play a lot of World of Darkness games, which runs on dice pools, so if I can just keep obviously adding more and more dice to a pool, recount once or twice and roll to really sell the illusion that they may be in for something a lot bigger and scarier than they are. Or just roll a handful of dice as moments are going on, give a facial reaction and let that simmer under the surface for a while.