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12:00 AM
Although I think my favourite part of the series is when a witch casts a spell to unleash Jaime's greatest power fantasy--she figures that the power fantasies of a teenage superhero must be seriously messed up.
 
@Lord_Gareth I know my opinion, but I don't think I count as a neutral party at this point.
 
@Lord_Gareth It could be, but he's very clear about exactly what problems he's having and why he feels they're problems.
It's not "Min/max bad!" so much as it is "Rules-focused players are creating X, Y, and Z challenges in the game."
 
Wait - are you asking whether it's a good question or whether it's a provocative one?
 
@Miniman Provocative.
 
@Lord_Gareth In that case, yes, I can see how it could be. It isn't to me personally, but I'm not too sure where I fit on the munchkin scale.
 
12:05 AM
@Miniman There is not a scale.
"Munchkin" is a term that is exclusively insulting.
 
@Lord_Gareth Er, what?
 
On evidence, though, it's not provocative: none of the answers have responded to it in that way, it doesn't have any close votes, and its downvotes are minimal.
 
@BESW who is the guy who hit him with a big stick?
 
@trogdor His other best friend. They'd gotten into a fix where the witch forced his friend to duel her champion for the life of a baby, and then she claimed Jaime's power fantasy as her champion.
It turned out just as one-sided as she'd hoped (Jaime's friend is unpowered), but on the wrong side.
 
cause a dentist,.... yeah
 
12:08 AM
Right, dentist vs street thug.
 
XD
 
@Miniman I'll explain after the League match I'm in.
 
did she turn Jaime into that, or did she conjure it out of his brain or something?
Anyway, to be fair, he already has an alien killing machine at his command, and his first thought with it was to be a good guy
You might have realized that there was a chance of this going wrong for you XD
not to mention the fact that he wasn't looking for this alien killing machine to begin with
 
@Lord_Gareth These days I read the word munchkin and power gamer as "they make things that I don't know how to deal with" since most of the people who use the word don't know what it means. I've had discussions with well versed optimisers who disagreed on the definition.
 
12:16 AM
@Mourdos Yeah, this. I mean, what vocabulary should he be using, and how can he be expected to know it?
 
@BESW As usual our site guidance is - if a question is about a game approach so different from yours you don't have anything useful to add - stay away from the question. That's my advice on the subject...
 
Aye, if it were a system I'm familiar with I'd be weighing in.
 
@Mourdos That doesn't erase the history of bitterness and exclusion around the word, though.
 
@Lord_Gareth So what alternative do you suggest?
 
12:21 AM
@BESW It's not hard to unpack the term. In point of fact he's already explicitly discussed that a mechanical focus is harming the game experience he wants to present. Eliminate it and move on.
 
"How to ease down the [snip] factor?"
"It so happens that my regular gaming group consists of 70% [purged],"
"It is my conviction that toning down the [nuh-uh] factor will leave us with plenty more time to enjoy the game"
 
Gimmie a moment. Match is almost done.
 
Jul 21 at 10:08, by BESW
> Jack and Jill went up the hill
> To ███ █ ███ █ ████.
> Jack fell down and broke his ███,
> And Jill came █████ after.
 
Eh. He defines his terms, "munchkins, meaning all effort goes into optimizing their characters, very little effort into background and playability of the characters." Arguments that one doesn't preclude the other are irrelevant since he claims that in his situation it does. And I think it's hard to argue the word Munchkin is hate speech since we all own multiple boxes of a game named that from SJG.
Obviously he's coming from a game approach opposed to some other folks' - that's fine, don't answer
 
Mmm. For all we know, the querent's players proudly describe themselves as munchkins; I've met people who do.
 
12:32 AM
@mxyzplk I don't. Admittedly not because of the term, tried the game and didn't like it.
 
well I like the game, personally
though that doesn't make me like munchkin ism, nor technically dislike it
 
But it is, and gets used, as a negative term in multiple places online. You'll find it used to denigrate and exclude players on Paizo's forums, on GitP, on SA, /tg/, and Bay12.
(In mildly related news, how has the same page tool not yet been linked?)
And match over. Lost but made them pay for every blood-soaked inch of it.
@BESW "How can I de-emphasize mechanics in my game?" "My regular gaming group mostly focuses on the ruleset." "I believe that toning down the mechanical emphasis will leave us more time to enjoy the game." Bam.
 
I'm not sure that's actually the same question anymore, though.
 
Isn't it? The complaint is that his players don't care about the non-mechanical aspects.
 
He doesn't have a problem with mechanics. He has a problem with optimisation trivialising and overshadowing other parts of gameplay.
> The fact that the players spend so much time tweaking and focusing on bonuses and feat-combos is not in itself a bad thing. The problem is that the time we spend together at the gaming table is finite and thus priorities as to what we spend that time on, must be made. I feel that the minmaxing takes up an unnecessary amount of time[.]
 
12:40 AM
But isn't minmaxing a character done between games anyway?..
 
@Magician Maybe it hasn't been, at his table. Could be worth suggesting in an answer, actually; see if working on builds can be done between sessions, maybe via email.
 
@Magician It leads to a lot of rules-lawyering and excessive strategising at the table.
He gives bullet points about this.
 
That's less to do with optimizing, and more to do with... well, the system.
 
@BESW Between-session discussion can still help with this in a lot of ways. It might, in my experience, also just be part of the growing pains of a new system.
When Tome of Battle got introduced at my gaming table, a lot of encounters took longer because we were discussing strategy with the new mechanics.
But as we gained more experience, that slowed down, then stopped.
Once the rules are a comfortable tool there's less need to read the manual.
 
Again, I'm getting the impression that you haven't read the question very carefully.
He's not playing 5e yet. He's anticipating a problem in an upcoming 5e game, which he's seen in his players while playing Pathfinder.
The most upvoted answer is all about that.
 
12:45 AM
There are people who have said "My players are being munchkins. How dare they care about mechanics! How do I fix this?" - but this isn't that. The person's being pretty courteous and using the term in a very neutral manner and stating he doesn't have a problem with his players being that way, except that it is creating problems in another fashion which BESW just quoted.
Basically they seem to be trying not only to optimise their characters (A-OK), but strategically optimise every single combat round.
 
If you have a problem with the use of "munchkin" in any context, that's fine. But if you want to have meaningful conversations about its use in this question and how to ask the same question without using that word--it's important to have a good understanding of the question.
 
Which is a matter of playstyle, and hard to change. Some people enjoy strategizing, after all.
 
To the point where from his description it sounds like they might realistically weigh up three different options, run calculations, predict following rounds, evaluate the consequences, then finally someone says "Ok, I'll cast grease."
 
@doppelgreener Yeah, that’s the impression I got too. I’ve seen it in groups I’ve played with.
 
@BESW Fair enough. I'll ruminate further while I explain the history to @Miniman
 
12:47 AM
It’s kind of a problem in my current group. Too much kibitzing about “optimal” play, not enough of the kind of play that I like.
 
i.e. only so far away from formulating a spreadsheet in each round of combat
 

 Not a bar, but plays one on TV

I'm not a place to unwind after work, but I play one on TV.
 
and I only know they aren't doing that because if they were, he sure as heck would've mentioned "they're even making spreadsheets now"
 
1:00 AM
@BraddSzonye If that's how they wanna play, man. DM's just a player at the table. If that's not the kind of game you wanna run, ask someone else to run it.
I had the chance to run a one-shot recently, bowed out of it when it became clear that the group and I wouldn't mesh.
 
@Lord_Gareth The preferred amount of kibitzing and speed of play varies greatly throughout the group. But the kibitzing affects everyone.
And gamers often tend to do things that are at cross-purposes with their own preferences.
Like, I am one of the kibitzers, and yet I would prefer speedier play.
 
In this particular case, I suspect it's the desire to play "well" by making the most out of a complex system. Not taking the time to figure out the perfect tactical move, given the breadth of options, may feel like half-arsing the game.
 
@Magician Which is part of what D&D does to people. 5e's "theater of the mind" thing doesn't even come close to simplifying the affair.
 
@Magician Yep, I’ve got players like that. I’m not one of them, but I often get drawn into the discussion.
@Lord_Gareth I’d guess that it comes more from a board gaming background than from any particular RPG.
Because the folks I’ve seen most at it do the same thing with any kind of strategic game.
 
@BraddSzonye But not all RPGs are strategic. D&D, for 5 straight editions plus Pathfinder, is Fantasy Tactics Simulator.
 
1:06 AM
@BraddSzonye It's probably the same personality type, rather than the same background.
 
Whereas I've yet to observe the same RPG group that plays D&D with me worrying over optimal moves to make in, say, World of Darkness
 
@Lord_Gareth Folks can play any RPG “to win.”
 
Not because WoD is written any better (oh god the horrible mechanics) but because it comes across in all ways as not being tactical.
 
@BraddSzonye When we play Cthulhu Dark, there's a competition to see who can go insane fastest.
3
 
@Lord_Gareth I have. The folks who do it in my group would do it even in Fiasco.
I’ve seen it. Although the worst offenders are mostly just unhappy playing Fiasco. Or Cards Against Humanity.
If you can’t play to win, and there are no tactics to discuss, they just don’t much enjoy the game.
They’ll still play along to humor us, or to play other games on the same day.
Same folks also play D&D a lot more tactically than the rest of us do.
 
1:12 AM
Aight. So you have players that enjoy solving tactical problems. Though how anyone living can be unhappy playing CaH is beyond me.
 
A lot of us ignored the “D&D Tactics” stuff from AD&D1, and in AD&D2 it didn’t show up much until the optional Combat & Tactics book. And then D&D3 picked it up and D&D4 ran with it.
@Lord_Gareth I know, right?
 
That game is, like, made of joy. Bitter, cynical, soul-shriveled joy.
The kind of joy a cackling lich has while people melt around him.
 
Yeah, but like Whose Line Is It Anyway? the points don’t really matter.
Have you ever seen Game of Things? Very similar in a lot of ways. And the guy who hates CaH really likes it.
 
I have not. Though when I've played CaH the points are considered important, mostly because the person with the most points gets crowned Worst Human Being at the Table, and the one with the least points doesn't have to pay for the pizza :p
 
Haha.
 
1:17 AM
@BraddSzonye When I played 2e - starting at around age 7 - tactical content was in core.
Grids, movement speed, etc
 
@Lord_Gareth That doesn’t match my recollection. Grids didn’t come into the rules until Players Option: Combat & Tactics.
There was movement speed, but it was floofy.
 
[Thinks] I got into the game in...98, I wanna say.
Dad handed me the sheet to the healbot DMPC cleric.
I promptly got said cleric killed by making fun of a hill giant
But the dungeon had grids, we moved by tiles, there were cover rules.
The PHB and DMG were diligently referenced for all of these.
 
AD&D2 core rules measured everything in feet (which was a big change from AD&D1’s scale inches).
PO:C&T changed that to 5-foot squares.
 
Like many of the people who got into the ground floor of it, I saw 3.0 as being 2e with all the math going in the same direction because everything looked so familiar.
It wasn't until later in 3.5's run that I truly realized the extent to which WotC had created a different game, a different system.
 
The adventure modules mostly had 10-foot grids because back then everyone still drew their maps on graph paper, heh.
 
1:23 AM
@BraddSzonye Yeah all that was in our core books. Odd.
 
That’s weird. Was there an AD&D2 update after I got out of the game in the mid-90s?
 
Admittedly many of the adventures we used still had 10 foot grids, and the guy who did the grid mapping on graph paper used 10 foot squares
(The washable battle mat was 5-foot)
 
We called it AD&D2.5, but through 1996 or so that wasn’t in the core books, it was in the option books.
And when I moved to CA, played with a group that had stuck with AD&D1.5ish
 
@BraddSzonye Well, I joined in approximately '98 if that tells you anything. Dad was the DM, and the books he owned that weren't adventures were PHB, DMG, Unearthed Arcana (oh man that book), Complete Elf Handbook, Complete Paladin Handbook, and All the Ravenloft Supplements Ever, Ever, Ever, Ever, Yes, Even That One
 
AD&D2 didn’t have an Unearthed Arcana, did it?
 
1:25 AM
Other players brought in the Complete Dwarf Handbook, the Complete Fighter Handbook, and the sourcebooks for Forgotten Realms
@BraddSzonye It did! It was glorious!
 
AD&D1 did!
 
...Wait, might have had a different name, but the book I'm thinking of introduced a lot of concepts that became part of 3e
 
That would be PO:C&T
 
For example, metamagic. In 2e, metamagic were spells that modified the next spell you cast.
 
or PO:Skills & Powers
or PO:Spells & Magic
 
1:26 AM
Like Squaring the Circle to alter your next AoE spell
 
Those were the books that effectively made AD&D2.5
just like Unearthed Arcana and the Survival Guides turned AD&D1 into 1.5
 
@BraddSzonye Never appeared at our table. Skills were in the DMG as an optional ruleset (non-weapon proficiencies)
 
Yeah, AD&D2 had non-weapon proficiences. Skills & Powers expanded the system (but made it useless unfortunately)
PO: Skills & Powers was to AD&D2 kinda like Savage Species and Epic Level for D&D3
Books with cool ideas but horrible rules.
 
You can blame SKR for Savage Species.
 
SS is one of the books whose ideas I'd love to incorporate into a Fate game.
 
1:31 AM
In any event, 3e looked familiar to me when it came out. The long and painful story of how I lost my innocence playing and designing for it has been told already.
Though I couldn't dig it up. My google-fu is weak.
Unlike @BESW, who could Google the contents of the lost library of Alexandria
2
 

Gareth's Bitter History, pt 1

Sep 4 at 5:38, 31 minutes total – 63 messages, 5 users, 0 stars

Bookmarked Sep 12 at 21:30 by BESW

Gareth's Bitter History, pt 2

Sep 4 at 6:17, 29 minutes total – 76 messages, 6 users, 3 stars

Bookmarked Sep 12 at 21:31 by BESW

 
Heh.
My college game group played AD&D2.5 with all of the Players Option expansions, although we kept a tight lid on Skills & Powers because it was so easy to munchkin.
And yeah, it was definitely a precursor to D&D3.
At the time, we thought that was a good direction to go in.
 
Honestly there are no early RPGs that I would call good. Or even acceptable. They were the only game in town.
 
> 3.5 being horrible didn't stop me from playing in it, running games in it, and generally having fun with it.
Sounds like me and Shadowrun.
I love playing Shadowrun, but I think it’s a horrible game.
 
@Lord_Gareth I'm actually curious about running the 1985 Doctor Who RPG some time, to see what that's like.
 
1:36 AM
But then I think most RPGs are horrible games.
 
@BraddSzonye Which edition/s? I played (well, mostly GM'd) 1st & 2nd
 
@Adeptus I played Shadowrun 2 in college with my AD&D2 group, a smidge of SR3 with my D&D3 group, and then a lot of SR4 with my D&D4 group.
When my friends talk about “5th Edition” we sometimes have to check which game we’re talking about.
I have a few SR1 books too but I’ve never played that version, just browsed the rules.
 
It's odd to think about and even odder to say out loud but despite having nothing but positive memories of 2e - even the character deaths - I still hate it.
With an active, burning passion, I hate it.
 
@Lord_Gareth Oh I can totally relate.
Although I think I hate D&D3 more.
At the time, I found each version of D&D better than all of the preceding ones. But after the fact, I have found most of them to be worse.
 
Wooo just downloaded my Advanced Bestiary for Pathfinder
 
1:41 AM
I don’t think D&D4 is worse than D&D3, just weirder.
 
@BraddSzonye 1e and 2e were the foundations of the RPG genre and have to be acknowledged for that, in much the same way that you have to teach Freud at school. "This happened, now never listen to this guy ever again, he's a psychopath."
 
Like, I think D&D4 was horribly misguided but not bad.
 
3.X did a lot of things for the RPG community just by existing; that is, the system didn't do them, but the community that played the system did, because of aspects of that system.
 
@Lord_Gareth D&D was the foundation, but I think even by AD&D1 it’s too late to call it the foundation of anything except AD&D.
 
4e is the most honest form of D&D and learned a ton of very good lessons. It was, and is, comprehensible, easy to make rulings for, and frank about what it was and wasn't good at.
 
1:43 AM
It's also probably the best at doing what it wanted to do.
 
@BESW Indeed.
Then 5e rolls back in and jumps back onto the D&D Lies To You bandwagon.
 
I was actually just thinking that most indie RPGs I’ve played are much better games than traditional RPGs are.
 
I watched the development of that with a perpetual cringe.
 
Whether its goals were good is a subjective call, but it met them well.
 
And D&D4 has that same kind of “let’s make this RPG a good game” spirit that a lot of indie games do.
 
1:44 AM
@BraddSzonye Part of that may be selection bias.
 
True.
 
An indie game is unlikely to cross our radar unless it's pretty durned good.
 
Well I was also thinking that it’s easier to sell my RPG group on games which are good games, rather than good RPGs.
 
While White Wolf and Wizards of the Coast could put a rabid hyena in a box and some of us would order it.
 
@BESW Rabid Hyena: The Mauling
 
1:45 AM
Oh I know I’ve bought and played a couple of rabid hyena games.
 
@BraddSzonye ...I should roll up some more deadEarth PCs some time. That was fun.
 
@BESW I had not heard of that game previously!
 
@BraddSzonye It is awful. Friends don't let friends play deadEarth.
 
Haha.
 
But the character generation (if you skip the 200d6 part) can be fun on its own, in a "Hahahahthisissoterrible" kind of way.
 
1:47 AM
I might suggest that this chat would be more friendly and welcoming to others if it wasn't a continuous screed of how much various popular games suck, and we hate them, and hate their designers. I suspect that evaluating specific design decisions is possible without that.
7
 
@mxyzplk True dat.
 
I'm having plenty of fun just reading your conversation, but I suppose that's true.
 
It’s tricky sometimes though, because of that whole thing Lord_Gareth and I were just discussing where we have had a lot of great times playing games, that worked pretty well in practice, and yet in hindsight we think were terrible.
Why do we think they’re terrible, if they were fun and got the job done?
 
Because we've had fun despite their best efforts.
 
Like, take the Maid RPG that has come up in a popular question. The game design has a lot of elements that would be sheer non-starters for a lot of people, and yet I can obviously see how it’s a lot of fun. I think the comparison @mxyzplk made to Paranoia is apt.
An article I linked to mentions it too:
> The core gameplay, at least in the game as we played it, could be described as Paranoia meets Hayate the Combat Butler.
 
1:53 AM
@BraddSzonye Sure, and that's worth exploring. But in a non-hate-filled screed way is probably good
@BraddSzonye Yeah Maid isn't just like any indie RPG. It's very random-chart driven and stuff. Different from the whole new-gen-narrativist-gamist Rules As Enforcement Of Narrative like Dungeon World. Dungeons and Toons or Big Eyes, Small Mouth: Dungeon are pretty similar.
 
@BraddSzonye I think the line gets crossed mostly when people target individual designers as inherently bad contributors to the medium.
 
@BESW Yes, you will notice the last comment along those lines has been deleted as offensive. Speak about others like they were here (and like you don't want to get booted for code of conduct violations, of course)
 
@mxyzplk I personally see Apocalypse World as a spiritual successor of Paranoia, though.
Even though the mechanical approach is entirely different.
 
@BraddSzonye Yeah, kinda. It's a very different approach to the rules though.
Yeah
Which is why I want dude to use his words and unpack what he's looking for more
 
@mxyzplk I'm not sure it was suspension-worthy, but I did raise my eyebrows at it--it was kind of perpendicular to the rest of the conversation.
 
1:58 AM
@BraddSzonye Care to elaborate? Might be my passing familiarity with Paranoia, but I don't see any similarities.
 
@BESW Yes, just issuing a general warning, not on the warpath yet.
 
@mxyzplk A 30-minute suspension looks a lot like the warpath.
 
Hm? Oh, does deleting a comment as spam/offensive do that?
 
@Magician Apocalypse World to me is like Paranoia done serious.
 
Fair enough, it's not like the normal 3-dayers we hand out with mod messages
 
2:00 AM
@mxyzplk I'm not sure about the exact mechanics of it, but I know he got a 30-minute suspension that's apparently simultaneous with the deletion.
Aaaaand we just hired a mind flayer Mary Poppins to mind the children at the castle. #dnd
She showed up singing "A spoonful of neurons..." and we hired her. Because, um. Children.
 
Well now I know. The general support for and info around chat admin is pretty sparse
 
@UrsulaV "She's amazing! Whenever the baby starts crying she mindblasts it and it calms right down!" "The baby always did have crap Will."
 
@Magician I also see Fiasco as a spiritual successor of Paranoia.
 
@BraddSzonye Paranoia has the ability to be done serious... I haven't heard of anyone actually doing it, but it's there.
 
Apocalypse World is like Paranoia without the humor, and Fiasco is like Paranoia without the apocalypse.
 
2:02 AM
@BraddSzonye Well. Paranoia, to my uninformed eyes (I've played one game), is about, in no particular order: GM vs players; backstabbing; absurd situations; dystopian world.
 
Anyway, there's the older kinds of indie games that don't have rules as direct narrative devices - more like light rules that drive story ideas and stuff. I personally am left cold by the "rules as narrative device" games - played some of them, don't like the feel. But Maid, like those others, doesn't play like that...
 
@Smurfton I have heard of people playing Paranoia as satire, rather than slapstick. That’s a pendulum that seems to swing from edition to edition.
 
Whereas AW is about making tough choices in an endangered community.
@BraddSzonye this comparison I'd buy: the one game of Paranoia I had definitely was a trainwreck, in a good way.
 
@Magician Yeah, but it does have PvP elements, and conspiracies and mutants and stuff.
 
@Magician Paranoia (at least, the edition that I played) emphasizes strongly that while the world is dangerous, the GM should not be the real reason you are dying.
Most of the time.
 
2:05 AM
I played Paranoia 2, I think.
If I remember right, Paranoia 1 had the most serious satirical feel, and Paranoia 5 was the goofiest. (There was no 3 or 4)
Paranoia 2 leaned toward silly but still had a lot of bite. And it definitely recommended screwing with the players, and sort of abusing them.
 
Anyway, @LordGareth sorry about that, didn't know a comment delete for offensive caused a 30m suspension. Though in the future I will still flag as offensive random disses on specific people, so I guess it's a learning experience for us both.
 
Although mainly in a Kafkaesque way.
 
I played What-Was-Formerly-Known-As-XP. There was a lot of emphasis that its reputation (extremely goofy) was not the only way to play.
 
@Smurfton I have heard good things about that version. I personally avoided it because of Mongoose’s reputation for poor quality control, because Paranoia + poor quality control is part of what drove the game underground for a long time to begin with.
 
I always played 2. Didn't XP explicitly have the different styles formally supported?
 
2:08 AM
@mxyzplk Yeah, I think it did.
 
"Zap!" and some others?
 
Maybe even with icons and such.
Yep.
 
Yes. That was its method of getting away from its reputation.
 
The one time I actually wrangled my gamers into playing, it was Paranoia 2.
 
Zap was silly, Classic was middle of the road, and Straight is Paranoia done serious.
 
2:09 AM
That’s the other reason I didn’t get into the Mongoose version, is that I already have too many games that I can’t get anyone to play.
 
I thought of buying the rulebook, I think it was XP, but was scared off by its thickness and small font. Seemed like a lot of effort for an occasional one-off I'd use it for.
 
@Smurfton Paranoia 2 was “classic,” and 5 was silly, I think. Apocalypse World is a lot like Paranoia Straight.
@Magician That too.
 
Yeah I have so many games that I've had to start saying "Wait... Does this new version really have compelling stuff for me besides the opportunity to buy all the old stuff again?"
I have a bunch of the classic 2e adventures and so didn't want to reinvest
 
@mxyzplk With D&D5, I see it as an opportunity to get rid of the last two editions and reclaim several feet of bookshelf.
 
Happened with Mutants & Masterminds too - they revved versions 1 to 2 to 3 and I was just like "I liked 1 ok guys... and I bought all the stuff for it..."
 
2:11 AM
I bought too much D&D4 stuff and way, way, way too much D&D3 + D20 stuff.
 
getting rid of books is for the weak
 
@mxyzplk And the silverfish-prone.
 
The D20 License was just really horrible for my completist buying habits.
@BESW We have those sadly. And ants.
 
@mxyzplk Do you put it in your attic like a man, then?
 
I have just an insane amount of D&D3-related stuff, and it’s my least favorite version of D&D.
There’s probably some wisdom to be found in that but I’m not sure what.
 
2:13 AM
@BraddSzonye I keep planks of cedarwood in the back of most of my shelves. It cuts down on silverfish quite a bit!
 
@Smurfton When I moved into my new house, I got one with a great room as the front and turned it into a library with 8 of the max sized ikea bookcases with extensions.
 
@mxyzplk I’ve found that’s less of a problem with Hero System because so little of that game seems to change from edition to edition, and old supplements tend to still be usable for a long time.
 
3 hold the RPGs and 5 hold everything else
 
@BESW We have some of those in my closet for the clothes, probably would make sense to put them on the bookshelves too.
 
Ants are harder to deal with non-toxically, but if they aren't in the house (just visiting) you can drive them out with regular spray-and-wipe applications of lavender, bleach, and soap on their trails. Three times a day for a few days and they'll usually give up.
 
2:15 AM
DARKNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSS
 
I’ve had a slight ant problem for a few years now but recently it’s turned into an unpleasant ant problem.
 
@mxyzplk 'sokay, we all learn somehow.
 
@Lord_Gareth [hack, cough] [waves hands shooingly]
 
The nadir was finding a bunch of ants in a donut box the other day after eating all the donuts that were in the box
Previously they were mostly just in the bathroom seeking water
There are a couple of steady trails of them.
 
@BraddSzonye [face/palm] At my old house when we'd get particularly bad rainy seasons, the ants would get flooded out of their outdoor nests and move indoors.
 
2:16 AM
@BraddSzonye I finally gave up and got an exterminator to wander through monthly. it was OK in the dry years but we finally got rain this year and there was a lot of stuff
 
I have a feeling that DARKNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSS does not actually help with the ant problem.
 
This sometimes involved larvae farms between my bedsheets.
 
@Smurfton On the contrary, necromancy is great against ants.
Their Fort saves are crap.
 
I dunno whether the ants are actually nesting in the house. Haven’t seen evidence of it, but we are a bit overcrowded with stuff from my fiancée moving in and so we might just not see it.
I think they are coming in through windows and bathroom vents. Especially the latter, given that we can see their trails going to the fixtures.
Some friends of ours just had to wipe out a colony in their crawlspace. Eww.
 
Ick.
One nice thing about building in concrete: it's harder for stuff to live in the walls.
 
2:21 AM
Yeah, I’m in a condo converted from an apartment building.
We are on a raised concrete slab over a garage, so fewer places for ants to come up from.
But they probably live in the walls between units.
And come in through the vents
 
@BraddSzonye The most basic reason is that group > system, which is part of what makes it so hard to have a common discussion about RPG systems. Have you read @Magician's No Such Thing as D&D article? Any group can make almost any system fun, and I only say almost because FATAL and Racial Holy War exist.
 
@Lord_Gareth No deadEarth?
 
@BESW I've seen it be fun. Admittedly in combination with booze.
 
deadEarth chargen has six hundred and fifty-plus d6 rolls, with no guarantee you'll have a useable character at the end of it.
 
@Lord_Gareth Yep, that’s a big part of it. I think another important thing though is that a lot of things that seem horrible from an armchair critique point of view just really aren’t that important in play. Or actually work out well in play when you wouldn’t expect it.
Like, most early dice pool systems didn’t really work as advertised. They generally featured splitting pools that was either overpowered or pointless, and a lot of folks really hated them.
But in play, you just got to roll a bunch of dice and had fun and it worked.
And then there’s stuff like random chargen and random storygen and such, which has all sorts of things wrong with it, and yet in my experience most folks actually like them in practice.
 
2:28 AM
@BraddSzonye Where I tend to not trust anecdotes from play because people forget about house rules or spot rulings and then assume others play like they do.
 
@Lord_Gareth A lot of people play from a place where they’re doing collaborative storytelling and they really only need rules when people disagree about what should happen. And so they ignore the rules any time people agree about what should happen.
Or collaborative exploration, or puzzle solving, or whatever.
Lots of folks describe RPGs as “cops and robbers where there are rules when you can’t agree,” and that’s an apt description of a lot of play.
 
@BraddSzonye But not all play. We can't even say how much play, because no meaningful studies of play style have ever been made.
 
That’s mostly how trad games played out in my experience.
 
@BraddSzonye Trad?
 
Although there are other “trad” traditions.
“Trad” = “old-school” roughly.
Like, there are also the literal grognards, the folks that came into it from wargaming.
And the folks who played tournament adventures as a competitive problem-solving thing.
 
2:33 AM
I still have trouble reconciling the whole "traditional/oldschool" thing with the actual 1980s non-D&D games I've read.
 
So I can think of at least three really old-school traditions.
I think Champions/Hero was written from the cops & robbers tradition. Where everyone has a common goal and the rules are just supposed to be lubricant to get you there.
And even though it has elements that look a lot like wargaming, Champs/Hero plays really poorly if you play it like a wargame or competitive exercise.
(Unrelated: I seem to have unlocked some kind of new chat superpower to review flags)
 
They've been coming fast and furious!
(You've had it since your rep total on all Stack sites was 10k, but usually there aren't a lot of chat flags running around.)
 
yeah I hate getting pings on other sites' chat flags. Everyone has different rules, and that just causes confusion
 
Aha. That’s been a long time. Never noticed them before.
 
@BraddSzonye This is actually still a thing.
 
2:38 AM
I’m not surprised.
 
And then there's Pathfinder Society, which is...just...weird.
PFS is supposed to be a method of casual pick-up play that lets you connect with other gamers when normally finding a group is hard.
 
Ah, the good old days of real tournaments
 
Which, on that level, it succeeds.
 
And even among the more competitive approaches to trad gaming, there are still some major stylistic differences. Like, some people really want to pin down all of the rules in stone and triplicate with no house rules or judgment calls all in one easily accessible volume. And other people are like, eh we’ll sort it out.
 
@mxyzplk M'rr. I generally click "unsure" unless there's swearing or insulting.
 
2:40 AM
But it plays in a heavily houseruled version of Pathfinder, which would not be bad if the customers did not insist that design content conform to PFS.
PFS houserules to the point where it has very little relation to base Pathfinder. Crippling new design by obeying its variants is just...no.
But the demands happen. Threads get clogged with arguments about it.
 
Like, some groups are very cooperative and it’s like a group puzzle-solving session where most of the stuff plays out in theater-of-the-mind based on the unique details of the puzzle you’re facing.
 
@BraddSzonye My take on this, as a designer, is that you hurt no one by making clear, comprehensible rules. The people who enjoy the legalese will thank you. The ones that don't never cared to begin with. And new players still figuring out where they fall will, in the meantime, face much less confusion.
 
Lots of classic AD&D adventures like that. Which were expanded from tournament modules.
 
It's long been my stance that if you ask a system master to design an RPG, low-op players won't notice.
 
@Lord_Gareth I dunno man, that way lies D&D3.
Or D&D4, which I don’t hate, but I don’t think is really an ideal RPG.
 
2:43 AM
@BraddSzonye I'm not sure where you're getting that, honestly. 3.X was anything but clear and comprehensible.
 
@BraddSzonye Yeah, "Read 1000 pages to have 64 pages worth of fun" hurts me...
3
 
@Lord_Gareth Legalese comes from a desire to be clear and comprehensible in every conceivable situation.
 
You could arguably say it was clearer than its predecessors but that's only because all the math is based on the same RNG and moving the same direction.
 
I'm loving the high crunch of ARRPG, but even in such a well-indexed, cross-referenced, and neatly coherent manual, sorting out the interconnections can be a bit of a chore sometimes.
 
@BraddSzonye Not necessarily. Have you looked into Legend, by Rule of Cool?
 
2:45 AM
It doesn’t have to go there, but it’s a really common end result.
You see the same thing with tournament CCGs like Magic too.
 
Games like Cthulhu Dark are a lot closer to my ideal theoretical crunch level, but they don't stand up to the long-form play I adore.
 
@BraddSzonye Nah, that end result happens because of a desire towards simulating a campaign world. When you want to simulate legalistically, you get tons and tons of rules.
FATE and Legend are both examples of games written with clear, comprehensible rules that did not care about simulating.
 
Well, not simulating realism.
 
@BESW Fair, fair.
 
@Lord_Gareth I think it comes more from a desire to lock down fairness and game balance. Which is a big concern for games like Magic too (and that’s a game that obviously has no campaign world)
 
2:47 AM
'cause that's a rather unique challenge: simulating reality, if taken to its logical extreme, ultimately means recreating physical laws we don't even fully understand yet!
 
@BraddSzonye Magic belongs to a wholly different genre of thang, though. You can have balance without having to worry about every single case, if you make the rules correctly. Where a lot of RPG writers stumble is forgetting that elegance is beautiful.
If you can say something clearly in 20 words, don't say it in 100
 
On further thought, there’s a big dose of detailed simulation and a big dose of legislated fairness that goes into rules bloat.
 
@BraddSzonye I thought it did have a campaign world, at least as far as the background story goes.
 
@Adeptus It does, but here we're referring to needing mechanics to simulate the presence of campaign world elements.
Which Magic does not have or do.
Or even want.
 
@Adeptus Has little impact on the rules though.
 
2:49 AM
By contrast, Cthulhu Dark is about simulating the descent into madness: that's its only concern, and all its rules move toward that goal. It doesn't care about the world, it cares about the madness.
 
...Well except in Planechase but Planechase was awesome
 
Except for one or two special new mechanics with each set.
Lots of things drive complexity I guess.
 
In any event, even if you're not going to play it, look at Legend sometime. I can provide you with a link (it's free), and it's a glorious example of mechanics design done absolutely correctly.
 
There's a special spot in my heart for games which put all the mechanics in the players' hands.
 
I do really like things like the Fate point economy, and D&D advantage, that make something regular and simple out of a huge range of possible situations.
 
2:52 AM
But even aside from Legend, FATE has been great. Reading it, I can see that it's written by people who understand how mechanics work, not because of the math, but because they understand that mechanics affect how play feels
And that how play feels affects the tone of the game
Which will then influence roleplaying.
 
But I also recognize that they’re not for everyone, and some folks really would like a more “realistic” evaluation of all possible situations.
 
None of those things are separate.
Rules influence play experience, play experience influences the mood and social dynamic, which influences how characters get played, characters are the main components of the story.
 
@Lord_Gareth Except when some of those things run backwards, or when characters are not the main components, or you’re not going for story.
 
@BraddSzonye If the PCs aren't the main component of the story something exceedingly odd is happening.
 
The PCs often take a back seat in styles aimed at exploration and problem-solving.
 
2:55 AM
They're still the main components then, it's just that the story is about how they solve problems and plumb mysteries.
 
Often they’re a lot like thin avatars in a CRPG.
 
And not their backstories and personal dynamics.
 
You’re still assuming “story.”
Some PCs are more like levers than characters.
 
@BraddSzonye "That one time we kicked in a door and it turned out to still be trapped," is a story. It might not have in-universe narrative but it's a tale you tell again later.
"Jim's bard melted into Jell-O!"
 
And they die easily, and then you roll up Bigby to replace Rigby.
@Lord_Gareth “Story” is not a useful word to describe the way a lot of people play, even if you can come up with ways to apply the word to it.
 
2:58 AM
@BraddSzonye I'm aware that many groups do not like amateur acting in their RPGs.
 
It’s not even about acting.
 
But even if you're an acting-free group, mechanics influence the resolution of problems. The presentation and resolution of a conflict is a story.
 
@Lord_Gareth Unless it’s an experience, or a game.
 
[face/palm]
 
All I’m saying is that “story” is not the right word to describe why a lot of people play.
It gets more wrong than right.
 
2:59 AM
@BESW ?
 
Like, you can call a football game a story, but it’s really not the right word for it.
 

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