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12:07 AM
@mxyzplk and others:
(particularly @KRyan, @C.Ross, @BrianBallsun-Stanton, and others.)
I'm creating that room so we have one place to discuss the subjective guidelines questions currently going on in meta.
Since... well, there's currently two places, plus there's discussion going on.
 
12:44 AM
Ah, that's better.
 
@ProfessorLokiCaprion The chats are sorted by most recent activity.
 
@BESW I should have guessed. I clicked the first one I saw out of reflex.
 
It happens.
 
@RedRiderX Game Science dice are supposed to be good. But I think they're out of business.
 
I was just wondering where Chessex fit on the scale.
 
1:51 AM
@Magician did he go out of business, hadn't realized.
 
GameScience guy talked a lot about them being good but some of his methods were questionable. On the other hand, he did totally take criticism and try to improve them.
Also, erm, Chessex has "precision edge" dice now that imitate his.
@waxeagle I think he retired.
 
2:43 AM
I wrote a thing on Settings, Systems and Stories for my blog, but I'm not sure if it's too wordy, or misses something. Any brave volunteers to take a look? Link'll be active for two hours.
 
@Magician There's a 4e adventure about illithids IN SPAAAAACE (or at least, with a moon base).
 
I know that one! It had Portal Guns. Unfortunately, it turned out to be inapplicable to my own adventure about space beholders in the moon.
No, that's not right. SPACE BEHOLDERS IN THE MOON.
 
It also seemed to have no actual reason to be on the moon.
There was no vacuum of space, no gravity change, the entire adventure seemed to be contained within a dungeon that had slightly odd mechanics because ILLITHIDS, not because SPAAAACE.
It was like setting a dungeon in an Egyptian tomb filled with mummies... but the mummies were the result of Umbrella Corp shenanigans and had nothing to do with Egypt at all, it's just a Resident Evil plot.
 
Right, moon was window dressings.
 
Parallelism fail: "What are the characters capable of, what obstacles the rules support and how they are to be overcome."
 
2:56 AM
@AlexP ah
ok I'm puzzled about what's prompting our GS/BS dustup, but everyone seems to be missing things (I've been gone for 10ish days on a mini vacation)
 
@BESW I see what you mean, but I'm not sure how to rephrase this.
 
@waxeagle Part of what's prompting it is that each person seems to feel it's prompted by something different.
 
@BESW that doesn't help.
 
@Magician Either "What the characters are capable of, what obstacles the rules support, and how they are to be overcome." or "What are the characters capable of, what obstacles do the rules support, and how can they be overcome?"
The first is still a sentence fragment, but sentence fragments are consistent with your style.
 
@BESW My style of an unwashed barbarian!
 
3:02 AM
If you want to be silly, change Story to 'Sperience.
 
I've been trying to pay attention to articles, though.
Hahaha
 
Your Excalibur example seems weak.
Why would 4e handle it poorly? Because it lacks the rules to model virtuous conduct? Because some versions of myth would have the wielder of the sword be invulnerable until disarmed?
 
Ah, I see. I'll elaborate. Because it's a +5 artifact sword of awesome.
Simple mechanical reasons :)
 
Ah. That'd be problematic, because it's often not.
If you've got a particular version of the sword from film or TV in mind, clarifying that would make it a more sound example.
 
I started with just a Holy Avenger +5, but that's boring.
 
3:09 AM
Or find an example that's more consistent than... anything from the Arthurian legends.
 
Heh, fair point.
 
Mjölnir, for example.
That Which Smashes is always OP, no matter if you're looking at myth or comics or what-have-you.
By contrast, the Peerless Sword is sometimes just a symbol of office.
 
Done. Mjölnir works.
 
Quibble: "Which is just restating the “system encourages stories” point, it’s that important." 'just' minimizes the significance of the re-statement.
Consider "Which is restating the “system encourages stories” point, because it’s that important." or "Which is just restating the “system encourages stories” point, but it’s that important."
 
@Magician Reading your thing. My first thought: the way I got away from D&D-isms was to actively cultivate a hatred of "fantasy."
 
3:15 AM
@Magician Your conclusion makes me want to go back and add a paragraph to my "animals untrained in Survival" answer.
 
@BESW That means the post did something :D
@AlexP Hah. I have been reading more sci-fi lately...
 
Aye. As you know the topic is one I've been struggling with for years and thinking about for more than a year.
@AlexP Huh. I just returned to my non-D&D roots; I'd had something like fifteen solid years of engaging with fantasy that was largely unrelated to the D&D constructs before I started the game, so I had a well to draw on.
 
Oh, yeah. These thoughts have been floating in my head for a while, too. I've started writing some parts of it before, but it wasn't ready yet. Now it feel like an actual formed thought.
 
Now that I'm trying my hand at game design it's even more important to codify these thoughts.
 
@BESW Well, I find a lot of non-D&D fantasy frustrating, too. Like Tolkien frustrates me for reasons independent of his D&D-isms.
 
3:18 AM
Well, yes.
But Ursula Vernon and Susan Cooper, Lloyd Alexander and Patricia C. Wrede, even the Thief games and the Indiana Jones franchise--these are fantasy I can draw on with less frustration.
 
Yes! Curating your own literary canon is excellent. Especially if it involves a scorched-earth approach. :D
 
Back in 30
 
Even when I was running D&D, I was fiddling with it as much as I reasonably could--one single game got a heavy dose of Ursula Vernon, Isabelle Allende, L. Frank Baum, and Phillip Pullman.
 
user61230
3:57 AM
I find it concerning how many questions on this site can be answered with "If something upsets you and changing it isn't worth it, leave."
 
Back. Thought I should actually show up at work at some point...
@Emracool It's a truth worth repeating.
 
user61230
Yeah.
 
Roleplaying is a very personal thing. Doing it with people who don't take others into consideration can easily be unpleasant or even harmful. If the problem can't be solved with a chat, it's probably best to leave the group.
 
user61230
I guess it's just one of those things that, once one makes sense of, doesn't really go away. I just don't remember how I came to that conclusion. Which makes it hard to communicate to people who do not see it.
 
user61230
@Magician Yeah. Mutual respect is a good force to have behind a game.
 
user61230
4:08 AM
(I don't mean to sound elitist, though)
 
The "people who don't see it" bit? Eh, you're conscious of the issue.
It is interesting, watching discussions that occur on most forums, and remembering you used to care about such things too, before you learned most of them really don't matter.
 
user61230
4:31 AM
I wonder if the Same Page Tool is useful for new players who really don't know what they like...
 
I think it's very useful on the one hand, by showing them all these ways of playing are possible, and entirely overwhelming to the point of irrelevance on another.
It's nice to see a menu in an exotic restaurant, but it's not like you'd be able to make an informed decision.
 
@Emracool It worked rather stellarly for my wife after like 10-ish sessions total under her belt.
 
user61230
Hmm. Yeah, that's sort of what I was thinking. Not great for brand new players. Good for players with a little bit of experience.
 
I think you can simplify it down dramatically for new players.
 
user61230
I'm going to be running for a group of four new players and one experienced. What I'm hearing from a couple of them is that I should just throw them into the thick of it, but I'm not totally sure.
 
4:35 AM
BTW, Bankuei is a user now ;).
 
But consider that Chris (Bankuei) 's approach for brand-new players seems to be a form of "curated" game. Take a game you think is awesome and successful and distill it down to its bare-bones essence.
And make the choice for them, basically, based on their statements about a particular thing they like, such as a media franchise.
 
user61230
Hrm. I'm just not sure I have that information, though.
 
Well, from a poster asking online?
 
user61230
Part of the benefit of SPT is that it tells me what players are in.
 
Or from your friends wanting to play with you?
 
user61230
4:38 AM
I started a school club and managed to actually drag up a few people in the net.
 
user61230
Hm. That's actually very interesting advice @AlexP.
 
user61230
I'm thinking of throwing them in a Roll for Shoes minigame, since that gives them the liberty to pursue what they want, which lets me see what they're interested in
 
Usually, the people you're introducing to RPGs are people you already know, and you can guess a little about what they're interested in.
(protip: it's fun to get actors and engineers in the same group, but it takes some careful social juggling to get the system to fit them.)
 
@AlexP Any further comments other "burn, fire, good"? :). I'm itching to post it, it's been sitting there slowly accumulating words for a couple of weeks.
 
@Magician Oh, umm, I still have a bit of doubt about the forest metaphor, but I see what you're saying.
 
user61230
4:44 AM
@BESW I've definitely got a cosmopolitan group (as far as I can tell at least). There's one pure actor, one tactician-style, one power gamer, another mix between tactical powergaming and story playing, and another pure story player.
 
user61230
@Magician Ooooh, did the forest evolve?
 
@Emracool Not really :P
It was a fairly complete metaphor, I thought.
 
@Magician If I were writing that post, I think I'd use the word "situation" a bit more to describe a particular aspect of "story."
 
user61230
It serves its purpose, I agree.
 
But you know what terminology works for your audience better than I do. :)
 
4:45 AM
@AlexP The voices in my head, you mean?
Any issues with the exploration of the topic itself?
 
Oh, here is another comment about D&D-isms.
I think an important one to break is the idea that characters naturally grow in wealth and status through play.
 
Ooh, good point.
 
It's a hard one to spot without really looking, but it really constrains stories in a certain way.
Much more so than just "get better at doing stuff as you go."
 
user61230
There are ditches throughout the forest. Certain systems show you paths around the ditches, but others lead you right into them.
 
user61230
(this is, at least, how I'd express it, definitely backed by vast and eternally wise experience) (definitely)
 
4:56 AM
Adding a paragraph to the System chapter, before the last one:
It does more than that, though. Built into many systems is an expectation of not just the stories that'll be told using it, but the overall direction these stories take. Characters advance in power, wealth and influence. They go from fighting orcs to slaying dragons to vanquishing demons princes. There are story arcs implicit in the design. System affects dynamics of stories.
 
@Magician I think that works for your post because it hints at a lot of facets without fully dissecting all of them. So it gives you room to build on later, or discuss in the comments.
(It hints at both the coupling of talent and wealth/influence, and the way D&D characters can outright "outgrow their environment," since their abilities change so much in long-term play, and some other stuff.)
 
user61230
5:58 AM
For those of you who are into intense map-making: AutoRealm. Does things like this or this.
2
 
user61230
This thing is AWESOME
 
Merry season, folks.
 
6:17 AM
 
user61230
6:51 AM
 
user61230
Good holiday cheer.
 
@AlexP Sorry, got unexpectedly swallowed by work. Yeah, each of the points could be expanded further, but that runs the risk of drowning the reader in words. Thank you for your input!
 
user61230
 
7:46 AM
And a festive Cthulhu greets me upon arrival.
 
user61230
"Tra-la-la-crunchy down here in your soul."
 
I had a GM once who tended to insert cthulhoidal elements into any game he ran. I played a mostly-freeform Middle Earth game with him for years, and it was all about ancient Maiar buried deep in the ground for centuries, locked into idols worshipped by Haradrim and twisted into mind-bending evil.
Some friends played a 7th Sea campaign with him. They described it as "Cthulhu with seagulls".
2
 
@Emracool What's that by Port Jasper in Shaleria?
 
user61230
@Avner Even more terrifying would be Cthulu with Smeagols.
2
 
user61230
@Metool ?
 
user61230
7:50 AM
I'm seeing stars! Everywhere!
 
 
@BESW Yikes!
 
user61230
We're just going insane with the stars today, aren't we.
 
It made me go "Ha!". Doesn't that deserve a star?
 
user61230
EVERYTHING deserves a star!
 
user61230
7:52 AM
I call the sun.
 
 
user61230
I was going to upload a gif, but then I realized it would stay on repeat.
 
@Emracool Link to it instead?
 
user61230
I'd have to upload it, then. Either way, I'm about to sleep :]
 
user61230
Goodnight!
 
7:59 AM
'night
 
ttfn
 
8:19 AM
Now we're entering crunch-time. Actually creating the character. Ars Magiica gets quite crunchy, but it's mechanics I've been using for over a decade, so they go smoothly.
 
Are you using the long and complex method? :)
I ended up writing an automated spreadsheet for that one. Came in useful for regular play, too.
 
I have a spreadsheet that has evolved over time, though the only automated parts are the Arts (so I can just add XP and have them automatically rise, and calculate all form/technique combinations)
 
I calculate both arts and skills, because tracking it otherwise gets overwhelming.
I've also made a dropdown menu for art and technique used, as well as tickboxes for any applicable bonuses, and it calculates casting score and lab bonus :)
 
Useful.
I have to say skills were traditionally underused in our campaign.
Magic was the only part of the system we really made an effort to not gloss over, since it's a big part of the reason we play ArM in the first place.
And the 3rd and 4th editions got us used to the concept of all non-magic mechanics being broken anyhow.
 
8:35 AM
There's a bunch of magic-related skills, though. Magic Theory, Concentration, Finesse...
 
Yeah, those we use.
But they're not that hard to keep track of.
Still haven't decided on House and magical style, though.
Maybe I'll go for Flambeau. Never played a Flambeau.
 
Fair enough. It made sense to me to extend the xp tracking functionality to everything, making the conversion from xp log to character sheet fully automated.
 
Although I think my background lends itself well to Ex Miscellania.
 
Burninator Flambeau?
 
Raw-magical-power-unfettered-by-schooling flambeau.
 
8:39 AM
That'd work.
 
The flambeau won't work as well with the "nervous and careful" aspects.
I need to track down our copy of Houses of Hermes: Societates to see if there are cool rules for Ex Miscellanea.
 
9:38 AM
 
 
1 hour later…
11:05 AM
@André Hi!
 
@BESW Oh hai! I'm just waddling around :)
 
Glad to have you. Anything in particular on your mind?
 
Right now? I'm at office sipping my coffee and thinking of work :P
I currently play a year old D20 campaign at Warcraft setting
Looking around to improve my roleplay :)
 
Cool.
Probably not relevant to your specific role-playing concerns, but I recommend this essay to all my players.
@Magician Your profile still lists your blog at wordpress.com
 
So it does. Fixed, thanks.
 
11:12 AM
Got anything in your bloggy arsenal for someone looking to improve their RP?
 
Probably only Post-D&D Rehabilitation. I'm mostly focused on GMing side of things, as you know.
 
Anything goes, thinking of fiddling with 4th edition of D&D :)
 
Now that, I have a lot on!
 
Indeed! @Magician's blog radically improved my experience as a 4e GM.
 
Namely, Retrospective on D&D 4e part 1 - general lessons learned; and Part 2 - a guide to the rest of the blog.
 
11:17 AM
Nice! Bookmarked at future reading :)
Thanks a ton
 
No worries :)
 
You'll probably also find some useful questions and answers in the site proper, but we can't point you to specific ones unless we know more about what you're trying to improve.
Trawling through the archives is probably more fun, anyway.
 
Haha yeah it is indeed :)
No worries
 
11:55 AM
@ProfessorLokiCaprion [wave]
 
 
1 hour later…
@Aaron And a nice good morning to you, friends.
 
I'll see your cheery beverage-based communication and raise you a cynical one.
user image
2
(This line of coffee also has Let's Be Mild and Let's Be Black.)
 
@BESW lol
 
@BESW Hah.
 
The drink section of the supermarket was so boring when I was in the mainland for college.
 
1:14 PM
Oh hey this is a thing now:
I had no idea there were so many strange beverages in cans.
 
Yes, but does it tell you "Life ought to be spent on beautiful things"?
Because I've got a coffee can telling me that.
 
@BESW Things like this beautiful cup of coffee?
 
I've also got a coffee with "strong charcoal tastes making me wake better than ever."
 
@BESW That sounds like it would help clean out the pipes.
 
My family finds the prettiest/most amusing cans and uses a can opener to cut the top off for holding pencils and other things.
 
1:19 PM
@BESW That sounds neat.
 
[trawls Internet for more photos]
The middle one wants me to spend life on beautiful things.
And I'm not even going to get into the funny green tea cans and the wacky coconut milk bottles.
 
That's quite the aluminium can.
 
Pretty sure it's steel. I know the Mr. Brown is.
Ah, it's so touristy I can't resist:
 
@BESW And those are bottles?
Cute.
 
@RedRiderX Thick plastic "cartons" of some sort.
Best part is, I'm sure half the tourists don't know it's supposed to look like a coconut because they think coconuts look like this:
 
1:28 PM
@BESW Yeah it seems closer to an inside out coconut.
The only weird bottles they sell around here are for lime/lemon juice.
That's a ReaLime, apparently.
 
Heh. Yeah, we get those sometimes here.
These are coconuts:
This is a coconut hacked open with a machete so you can drink the juice:
That's what the cartons are trying to look like.
 
@BESW Oh I can see that.
 
The brown fuzzy thing? That's what you get when you hack all the green and white flesh off a coconut and get down to just the seed.
 
I can't tell, do the bottles have white on the top and the bottom?
 
Just the top.
 
1:32 PM
Oh, well.
 
 
Yeah that totally looks like it then.
I was thinking that they resembled grossly overstuffed sushi or something.
 
The outside of a coconut is green (brown as it ages), with a thick fibrous whitish "pulp" surrounded the brown hairy nut. Inside the nut is a thin layer of edible white flesh and/or sweet "milk" depending on the age of the coconut.
If you get it really young you instead find a sweet spongey mass, and if you get it too late the milk's gone sour.
 
@BESW Yeah I'd have to admit I've never seen an acutal whole coconut up close before.
 
This has been Tropical Fruits 101. Next time, the fruit that looks like a grub!
 
1:38 PM
@BESW And don't forget Durians!
 
We don't have those, thankfully.
Though we do have a tiny little bright red seed with a black dot on it that used to be used for the eyes on dolls.
It's toxic if the shell is broken, but unbroken it's so tough the seed passes through the digestive tract intact.
 
@BESW Oh, hi!
 
@BESW Wow.
 
Abrus precatorius, known commonly as jequirity, Gunj ( in Marathi), Crab's eye, Indian licorice, is a slender, perennial climber that twines around trees, shrubs, and hedges. It is a legume with long, pinnate-leafleted leaves. The plant is best known for its seeds, which are used as beads and in percussion instruments, and which are toxic due to the presence of abrin. The plant is native to Indonesia and grows in tropical and subtropical areas of the world where it has been introduced. It has a tendency to become weedy and invasive where it has been introduced. Ecology and invasivene...
It's like highly concentrated ricin.
Which is why (to bring this back around to RPG stuff) questions like this one highlight the fallacy of expecting RPG rules to mimic real life.
@Dragonsdoom, @ProfessorLokiCaprion Hi!
I had that stuff growing as a weed in my back yard as a kid.
@Dragonsdoom How's the "team GM" thing working for you?
 
2:35 PM
@Rob Hey!
 
Rob
Hey @BESW
 
What's new?
 
Rob
Too much World Of Tanks, not enough tabletop :)
How's you?
 
Too much coughing, feeling clueless about getting mechanics to match game design goals.
 
Rob
Mechanics?
We don't neeeeeed no steekin' mechanics
What system?
 
2:39 PM
That's the problem; I'm trying my hand at game design.
 
Rob
Well you have game design goals; that's more than some do when they design a system
What you aiming for?
 
It's my MLP game; I've honed the scope to be much more narrow, and therefore mangable. I hope.
The general goal is to focus on a three-result system: win, lose, tie.
I've got a mechanic in mind, but how to apply it (when do you roll and what's at stake when you do?) is giving me some trouble, as are the fiddly bits of implementing character stat variation.
 
Rob
MLP?
Ahhh yes
When would be dramatically hilarious to roll?
 
Roll 2d6; choose one to be your "help" number and one is your "hurt" number. Your opponent does the same.
 
Rob
Quasi fudge then
 
2:45 PM
Whoever has the higher "help" number helps the other; ditto with the "hurt" number.
 
Rob
Ah right, I see :)
Mods?
 
If you tie on the number, you each help or hurt the other.
I'm inclined to avoid modifiers in favor of re-rolls and dice stacking.
Like, if you're trying to help someone in a way that's related to your special talent, you can re-roll one die.
 
Rob
With something like that even a small mod will hideously skew the system, plus make it slower to calculate
 
Or before the roll you can choose one die and "fix" it at a number of your choice instead of rolling it.
 
Rob
That seems simple enough
 
2:47 PM
That's one of the goals: simple rules to learn with depth in play.
Also, never needing any dice beyond about 5d6 at a time.
(The number of d6s in a Yahtzee set; makes it a system that people can play by raiding their board games for dice.)
 
Rob
:)
Sounds a pretty simple system then
 
I want this to be a system that's accessible to the actual target audience of the show.
(But hopefully, like the show, with enough depth and complexity that their elder family members can enjoy it as well.)
 
Rob
There's always the (dun dun dun) "Advanced rules"
 
Heheh.
I'm gonna steal from Temple of the Flying Pilgrims for the actual action resolution.
Whoever "helps" or "hinders" based on the roll will write a sentence describing how they do that.
So each roll produces two to four sentence describing the action.
Games should last one session and when they're done there's a written story of the game.
(Which ties into the show's first-season conceit of having its protagonist write letters about what she's learned to her mentor each week.)
 
Rob
Seems workable
 
2:51 PM
What I'm having trouble with is a) defining character stats and b) defining the scope/trigger of a roll.
 
Rob
You're working with a story based system
Don't use stats at all
 
I want this to be a game about interpersonal interactions being risky but rewarding.
 
Rob
Use things like fudge does to trigger them; little descriptions
 
Yeah, that's my thought.
 
Rob
Like
"Always finds an excuse to dance"
"Reckless and headstrong"
 
2:53 PM
But I need to find some method to help players come up with the phrases, and to delimit their scope.
 
Rob
You'd either need to limit the phrasing, which might limit story
Or limit their uses somehow
 
I also want to have a pacing mechanic--maybe currency?--which makes "hinder" results more likely in early game and leads toward "help" later on.
 
Rob
So a MLP could have "Dances like crazy" at 3; they get three uses of that, if the Storyteller likes their use of dancing like crazy it doesn't "use up" a go for that story
 
Hmm.
 
Rob
Which limits trait spamming
Or; assign a rating to the traits indicating how easy they are to apply
Easy/Medium/Hard
Then if the pony is depressed/hurt/whatever, they can't use the traits at one end of the scale
Could be easy or hard
 
2:58 PM
Ooh, that's getting the brain juice flowing.
Okay, every player has a marker of some kind which indicates if their character was most recently helped or hindered. This defines their character's available actions in some way.
 
Rob
Maybe lets them use an extra trait?
A special "helper" trait
 
TotFP has two traits for each character: how do you help? and how do you get in trouble?
 
Rob
Perhaps the consequences of a roll need to be specified first?
A light/medium/heavy consequence/reward
 
Mm. At the moment "help" and "hinder" are largely undefined.
Partly because I don't yet know what scope the rolls are being made at.
 
Rob
Draw up some sample situations when you know there'd be a roll and work from there
MLP A and MLP B decide to have a dance off to impress MLP C, who boogies the best?
Or just use Roll For Shoes ;)
 
3:09 PM
Mmm. Using your examples from earlier, A "Always finds an excuse to dance" and B is "Reckless and headstrong."
RFS was tempting for a while after I'd eliminated Fate.
But I really want this "win/lose/tie" thing.
I don't think an MLP game can be really true to the source material without a "both win" and a "both lose" outcome on the table.
 
Rob
Some tasks will be hard to have a both win or both lose; but that'd be down to the hapless storyteller
 
Creativity will be at a premium.
 
Rob
And you can have BW and BL if you have target win, target fail
Eg in RFS:
Dance to pay for an icecream;
Win: 6, Lose 2, 3-5 Draw
Win - Free Ice cream, Draw - Pay as usual, Lose - Get thrown out of shop/fall over/humilate self, etc
 
Remember, each person in turn is writing a sentence to describe how their actions affect another character. This may be GMless.
@Rob But that's individual.
I'm trying to design where instead of conflicts having winners and losers, conflicts can, if enough effort is made, have only winners.
 
Rob
If it's GMless then either it's going to be permanantly opposed; or players set the difficultly of their task
"I think leaping over the house is easy"
 
3:21 PM
I want to focus on interpersonal drama, so probably rolls will only be triggered by interpersonal events.
My goal is for this to be My Little Psyche: Friendship is a Fragile Barrier Holding Back My Seething Neuroses.
 
Rob
Have you looked at Smallville?
 
The TV show?
I watched the first season or two back in the day.
 
Rob
Every character has a relationship dice with every other player; it's very interpersonality based
 
Ahah.
I am unfamiliar with this.
 
Rob
Worth a look I'd say if you're keen on basing it on persona stuff
 
3:27 PM
Shiny.
I like the concept, but my limitation on the number of dice that can be in the field at once puts a damper on the implementation.
 
Rob
Yarp; but may help with ideas :)
 
Indeed!
 
Rob
Anyway; back to work! Adios!
 
Thanks much.
I really like the idea of dice-based stats instead of number-based ones (DitV, RFS, Smallville, etc).
 
3:53 PM
Tweets to Campaign By reflects on the many improbable ways one might become a supervillain.
"Can you make me look like this?" *shows hairdresser a picture of fire*
 
lawl
 
@André Tweets to Campaign By started here, and I still post them here before they go into the tumblr queue.
 
4:11 PM
I'm happy to have found RPG.SE, fun stuff surely will improve my gaming experience, hope I can spend sometime to contribute soon.
 
I agree. There are a lot of really good questions (and discusso-questions) here.
 
4:32 PM
user image
3
 
@BESW Someone's been having fun at the office.
 
 
2 hours later…
6:38 PM
So I'm writing a thing along with several other folks (mostly players in my game) and was curious if anyone else thinks this should exist and might want to help make it. Working title is: "The Structure and Habits of Sexual Intercourse in Humanoid Races - A Fantasy Role Playing Guide"
 
It already exists I think.
 
@Aaron link?
 
There are several erotic books that add skills, abilities, feats, spells even whole classes.
@DampeS8N At work. Understandably I will decline for now.
@DampeS8N I will look for some once I get home though.
 
@Aaron This is game independent. Not intended to add skills and such. But to describe and illustrate in great detail said structures and habits.
 
@DampeS8N Our DM has a couple of the books actually. Our next campain is going to include them.
@DampeS8N Ahhh. Now I am not sure much about that.
 
6:43 PM
Possibly the only SFW paragraph I can copypasta as an example: "Dragonfolk are hot-blooded, cloacal, milk-bearing egg-layers. As such they form strong family bonds between parent, nurse, sibling and clutch-siblings. Young recognise their genetic mothers and fathers by smell and prefer their natural mother’s milk, however they will feed happily from all the mothers of their clutch-siblings."
 
@DampeS8N Interesting. How long until this book is complete?
 
@Aaron Who knows. I have a terrible track record of completing projects like this on my own. Thankfully I am not working on it alone right now. Some friends are keen to create technical drawings and other art.
 
@DampeS8N Hehehehe.
 
The idea is to try to make how these races are depicted actually work somehow when it comes to sex and genetics where possible.
Without taking it so seriously that it becomes dry and horrible to read.
 
@DampeS8N Hmm. Sounds like a good idea. I will ask my DM if the books he has have anything like that.
 
6:48 PM
From a section on STIs... "Umpleby is a fungal infection that spreads from the cloaca out to potentially cover large sections of the Dragonfolk’s body with long brown electrically charged hairs that can shock others with mild static jolts."
 
@DampeS8N The books my DM has definitely has magic and mundane STI's one of our players caught one.
 
Is the content pretty lore-friendly overall? I'm trying to stick close to the generally accepted versions of these creatures. Dragonfolk being pretty close to Dragonborn, obviously.
 
@DampeS8N I think so. If you can send me a list of question you might have I could ask him/read the books.
 
Just the names of the books, really. I'd like to buy them to help with research if nothing else.
 
@DampeS8N He will get the names tonight. He doesn't know them off the top of his head.
 
6:56 PM
cool, thanks
 
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