Tweets to Campaign By takes a brief dip into blog comments.
> A Charleston militiaman looking across the river by spyglass at three lanterns in the church-tower. Next to him, holding his horse, is a lad, looking upwards, slackjawed, at the dirigibles with union-jacks. (source)
@BESW Did you take a peak at this and was it relevant to your interest (about win-win mechanical resolution)? It's not quite an identical topic but I think there's significant overlap.
Official Doctor Who lost episodes announcement: Two Second Doctor Serials, nine total episodes. "The Enemy of the World" is now complete, and "The Web of Fear" is now missing only episode three.
For general discussion, from the same article series:
> Because respecting the “masquerade” was critical to your in-fiction survival, the everyday people surrounding you at the bar, cafe or city street shouldn’t really be able to tell that you’re a vampire. Because being subtle and pervasive was critical to the smooth continuance of the game, random cops, business staff, and private property owners shouldn’t really ever get concerned about your behaviour in their space.
> This generally meant a large volume of quiet play in small groups with a close focus on relationships, social structures and political maneuvering. It also meant considerably less physical combat overall and less invocation of the formalized system.
Talking about Vampire LARP being well-suited to "pervasive" play.
> Many women were drawn to the transgressive nature of pervasive play (being in a place that expected you to be yourself, and being able to subvert that by being someone else) and I remember a lot of discussion about how doing it changed the way people felt about the places themselves and their relationship with other people.
I am totally okay with these being the discovered episodes. More Two and Jaime is always welcome, the introduction of Lethbridge-Stewart is awesome, and "Enemy of the World" is a James Bond/Adam Adamant parody with Troughton playing the villain as well as the Doctor.
This article has some good details on the found episodes. Finding Second Doctor stuff in Nigeria is somewhat surprising, as Doctor Who in Nigeria was bought by three different networks who each just grabbed what was available at the time, and the Second Doctor wasn't a big part of that.
Fun thing from a long RPGnet thread about orcs and morality:
> It might be interesting to treat "orc" as a classification rather than a race. Take anybody as a baby, and raise them in a society that exults murder and atrocity and worships hideous things with tentacles for faces and fifty maws, and does revolting blood rituals and scarification, and drinks the Black Broth of Suur until their teeth elongate and their muscles bulge and they feel nothing by hate and lust and anger all the time.
3
> orc as toxic meme, toxic society, backed by toxic gods and transformed with toxic magic. Rescue their young, and raise them with kindness and patience, and they'll grow up strong and fierce but sane and moral. Those are your half-orcs. Those rescued from that hell before their final initiation into the Cult of the Hundred Mawed One.
> Racially, the Orcish clans are a mix of everything else. Some elf, some man, some dwarf, some halfling, some gnome, some etc. But it's their brutal lifestyle and poisonous culture that makes them Orc not their breeding.
> For the righteous and the holy, it's a sacred duty not to slay the babies of the Orcish mob, but to rescue them and redeem them and see them raised in ways that will counter the early corruption of their origins. And many of those rescued find themselves drawn to the very holy orders which saved them from the hell of Orcish existence. Most paladins are "half-orc" .
And he keeps doing it. Like equating halfings to hobbits and giving them hobbit-like archetypes when his own company spent the better part of a decade divorcing halflings from their hobbit roots.
Personally, I like the rather iconoclastic idea that humans are actually half-dwarf, half-elf, and that dragonborn are the result of Moradin loaning Io his dwarf template.
I'd also like to show Digger down that guy's intellectual throat and see what he spits up about why its author shouldn't have used anthropology and animal sciences to inspire and guide her worldbuilding.
Yeah, that's just silly. Fantasy isn't just sci-fi that doesn't try hard enough.
Also, I dunno, I feel like he's equating lazy writing with "lazy" play. Whereas I feel like the best way to support "lazy" play is with not-lazy-at-all writing.
Work through the issues and serve up a setting (and ruleset, but I'm focusing on setting at the moment) that just delivers the beer-and-pretzels / high-fantasy / whatever feel you aspire to consistently, because all the pieces are in place.
So here's a topic I've been pondering: radically different approaches to a game.
I count about 3 in D&D-space. 1: game as intended, dungeon crawling, evil monster slaying. 2: game as imagined, the post-modern pop-mythology. Efreet that grant wishes and rakshasas that are slain with blessed crossbow bolts 3: game as often played, taking character capabilities designed for dungeoncrawling and emulation of mythology and abusing them to mind control merchants, flood dungeons with rudimentary engineering knowledge and shape stone, trap efreet and farm them.
And D&D is terrible for simulating large-scale engineering, town life, economy or anything not to do with killing goblins in a dungeon, really.
Yet it's so hard to not apply this 3rd way of thinking to the game.
I'm repeating myself already, yay.
But that's what makes D&D seem clunky and stupid at times: trying to use it for things it can't possibly handle. Again, 4e made significant progress here, by explicitly saying PCs and NPCs live under different rules.
@BESW Yes! The game (and its designers) was deluded enough to think it could. But its mechanics originate from dungeon crawling. Of course you can't build a world around those. Or you can, but what you'll get will be far removed from the "medieval fantasy" we imagine.
In Fate (just because I know this one), the story themes and the moment-to-moment are coherent because they work hand in hand. The moment-to-moment is always contributing to the story, and the story is assembled by the moment-to-moment.
@JonathanHobbs I'm not sure it's just moment-to-moment. It's seeing these tools, explicitly described to you, and then applying them to everything. Once you know you can farm efreet for wishes, there's little point not to.
It's having mechanics designed for a very narrow scope, but nobody coming in and telling you what that scope is--quite to the contrary, you're being told the mechanics are suitable for any scope.
@Magician Dropped articles are the only hint I'd ever have from your writing that you're ESL.
Living in an English-speaking country and reading a lot of English books (including rulebooks) helps. I started learning English with the first Civilization...
Sometimes I fool myself into thinking I'm getting good at English, then I read a decent poem and my illusions are dispelled. I don't have that kind of grasp or understanding of the language.
The thing that throws me the most is reading about how OD&D isn't just dungeons, it's also these 2-3 other things in weird succession. And, erm... it just seems crazy that the idea of the game is to do them in sequence.
Like how people will say, "Oh, yeah, at name level it's really more of a game of managing your holdings." But, umm, that segue seems kinda absurd.
(All the students in the class were EFL, and maybe three of us were able to tell when a synonym was appropriate to use, much less how to paraphrase beyond the use of synonyms.)
Actually, some of my favorite lyricists are ESL. The meaning is sometimes a little awkward, but they can hear the sounds of the language in ways that EFLs find hard.
@JonathanHobbs I'm currently engaged in debate with a client about whether/how to italicize non-English words in an English text.
One Encyclopedia conventions is to emphasize a word being discussed the first time it's brought up, but then to cease emphasizing it afterwards. Readers will see it immediately afterwards a few times but not italicized, and be able to understand what's going on. The word isn't emphasized in every occurrence because that would be distracting and possibly even make it harder to read if you have enough terms like that appearing in the text.
The commonly-used example for why never italicizing is a bad idea is a joke about a Spanish-speaking man who is trying to buy a Coke from a machine that needs exact change.
The machine's limited text display says DIME, so the man leans in and says, clearly and loudly, "Coca-cola, por favor."
@AlexP This too.
@JonathanHobbs But if each individual word is not repeated often (which is usually the case), then italicizing each time it appears is preferred because you cannot assume reader familiarity.
The Middle English creole hypothesis is the concept that the English language is a creole, i.e., a language that developed from a pidgin. The vast differences between Old and Middle English have led some historical linguists to claim that the language underwent creolisation at the time of Norman Conquest.
The theory was first proposed in 1977 by C. Bailey and K. Maroldt and has since found both supporters and detractors in the academic world.This judgement is found in both of these books:
*p. 19, A History of the English Language, Hogg & Denison, 2006
*p. 128, The History of English, Sing...
Thinking about D&D being story-shaped, and that essay's insistence that D&D is built on mythic archetypes.
The setting contains mythic archetypes, but the mechanics (especially in 3.5, but generally for D&D) attempt to create "reasonable," "logical" rules and effects based on reality, modified for expediency and balance as little as possible. Even 4e does this, albeit in a kind of shorthand, symbolic way.
And reality, from a "logical" or "scientific" standpoint, is rarely story-shaped.
Creoles and pigins often form as a trade language between two nations, like in the case of Chinese Pidgin English. Traders from either side didn't fully learn English or Chinese; they simply learned just enough from the other language that they could trade and have other basic communication. It forms a language the way slamming two blobs of jelly together forms one new jelly. (Not very well, that is.)
So it's possible English is just really weird because it's the result of several languages just sorta slamming together, beginning when the French invaded England and both sides had to begin communicating.
So D&D rules try to evoke greater world of mythology while serving the goal of dungeon crawling and being used in a logical manner. Something's gotta give.
@Magician Indeed. So it's trying to take two paradigms --reality simulation and mythic simulation-- and slam them together to create a third paradigm: rule-based improvisational storytelling.
As a singular story about meeting a singular rakshasa, running away, finding a cleric to bless a bolt and coming back to kill it, it's cool. As a game, it's just "we're going to rakshasa land, bring a bundle of blessed bolts".
Traditionally they're monstrous soldiers in the armies of good and evil, and in the source material Gygax pulled from they're slavering monsters who need to be killed before they can trigger armageddon.
Both of those indicate a tactical-combat approach to the creature which is supported by the tactical-combat emphasis of the game system.
@Magician In that context, what would you say "gave" in 4e?
@AlexP Yes, but if you're talking about myth logic, only a handful of them were illusionists in a really story-influential way. Most of them were straight-up warriors, story-wise.
I'm very much interested in having a game that encourages and supports myth-logic. I'm also interested in having a game that encourages proper attitude towards its rules and world-building based on them. That, I think, would be the end goal of this line of thinking: learning to approach games from the best angle possible.
@BESW Hehehe, don't think so. I think the statblock (which didn't end up that great, he got owned) only exists in my DDI account. Which, naturally, I can't access.
@waxeagle I have a general question for meta about our behavior policies. It was prompted by a very specific event which involves some high-profile users and is currently invisible to anyone below 10k+ rep.
Do you think it would be obstructive or disingenuous to not refer to that event directly when asking my question?
@BESW I'm honestly not sure. In a lot of ways specificity is important on meta, but in other ways being specific detracts because people only want to address the specific issues and not the general issue
I really really don't want to make this about the people involved.
...but I have a screenshot, because if specificity and clarity is important, I need to trust that everyone involved can act like mature adults.
Actually, maybe you can give me part of the answer, if there's a policy or mod discussion I'm unaware of.
Are flagged comments which would normally be deleted as offensive considered not worthy of removal if their visibility is limited to only some citizens rather than the entire Internet (like most of the site is)?
as you can imagine ive been reading the srd and enjoy so far what i been reading, but indeed wondered whether a more experienced person was running a session and if such could i join it
Glad too, although im ignorant of the mess :D
still, a mess resolved is....er...not a mess anymore
@ReaperOscuro In my Monday D&D game there was an important plot encounter where the party couldn't decide to engage/withdrawl. So half the party jumped in to fight, and the other half sat back and watched the first half get killed.
That led to a player quitting right before the "big bad" showed up, and he's the best player at the table. So I was pretty worried about that fight being totally out of whack balance wise against the new (weaker) party
So the outcome now is that everyone is satisfied that people were just playing their characters as they felt, the quit guy really does have school projects and the character death just made it easy for him to decide which game he's in to leave.
He's going to come back in january when he's not in school anymore
The rest of the party is going to take some time to actually spend their money on gearing up everyone, rather than just the people who know what items to ask for (aka: the experienced players)
Ah i see -these things usually turn out to have a silver lining, shame he had to quit with rage as an added, although hope it hasnt soured your group experience
@Tridus Glad it worked out so well. I was not so optimistic.
@ReaperOscuro No space between @ and the name, and if you want to respond to a particular thing the person said, there's an arrow you can click on the right side of the statement when you mouse over it.
@BESW The good news is that the players all like each other OOG, so there's room to talk when something goes wrong. It's not going to be taken as a "why did you screw me over?" type moment.
@BESW ah lol ta. So yea, if you feel like one day running a fate chat session lemme know, im sure we can organise something :) dont force urself though: only if you feel like it!
If we aren't all friends when I start a game with people, I try to have a half-hour to an hour at the start of each session, with food, for social bonding.
This is about our behavior policy and how it relates to flagging offensive comments (and posts, I suppose).
Is it a violation of the behavior policy to insult another citizen, or to equate their actions on the site with serious offenses such as violent hate crimes?
In particular, should a "rude...