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12:10 AM
@Shalvenay Hiya.
 
how're things going?
 
Just finishing up last-night-before-school-things.
You?
 
(Since I'd be using the information to shape a mystery, the street-level experience is crucial to usability.)
 
12:57 AM
@BESW ah, good find
 
I'm trying to track down some of his sources.
But my focus right now is on underground press and zine culture.
A cryptid community can easily allegorize in that direction.
 
@BESW I feel like this room now makes up a sizable fraction of that journal's readership.
 
Heheh. You may be right.
Skew that data!
 
1:44 AM
Though I did send it along to a friend who believes the standardized container, along with the universal coupler at the back of a tractor, is one of the 20th cnetury's two most-important inventions. So maybe it'll spread....
 
It did not occur to me 24 hours ago that I'd be researching underground newspapers and union battles about shipping containers.
 
Hrm. Thought on this question; is Lightning Arrow technically a spell attack? It says 'the next time you make a ranged weapon attack' and 'make the attack roll as normal', and nothing about making a ranged spell attack directly. I'm curious if it's still technically a ranged weapon attack.
 
@CTWind Honestly, I hadn't noticed that the spell said it does the 4d8 damage instead of normal damage. That just makes it another point in the "Rangers suck" column.
> Those that can't do, teach are Rangers.
 
2:14 AM
I just got back from a great day of rock-climbing, hiking the AT, hit the office to prep my classes for tomorrow-
@Miniman hey--wait a minute!
 
@nitsua60 It's crossed out :P
 
both of them?
=)
 
@nitsua60 Yes.
The three that start here are my favourite.
 
@Miniman Oh, gosh--I'd forgotten about those. Man, I sure don't like rangers!
 
@nitsua60 Or you really love a well set-up zinger.
 
2:20 AM
Nature Cleric/Battle Master, OTOH.... That's what I call a "ranger."
 
I'm getting very excited about this "cryptid underground press" concept. There's a lot of examples in the 60s and 70s of a zine or press becoming a central organizing point for a subculture community.
Here's a London underground press that also connected homeless or jobless readers with readers or community contacts who could help them out.
This is gonna be a great conceit for a solo mystery campaign.
 
2:36 AM
Helloooo.
 
[wave]
 
@Powerdork hey there, how're things going?
 
Still subpar! How are y'all?
 
Life is rough, but RPGs are looking up.
 
Noice.
 
2:49 AM
doing OK here, schedule shuffling coming soon, hopefully my existing game survives, might be adding a new game (and getting to play in-person once again)
 
3:42 AM
i forgot how compelling the wikipedia List of Presidential Pets is https://t.co/0Ox4QhyErT
Also re: underground press, a significant factor in their reporting was a kind of organically gonzo journalism. The articles were often written as first-person accounts by people who were there.
It popped monocles in the mainstream journalism community which valued dispassionate reporting, but it often meant more compassionate, coherent reporting on subjects that professional journalists didn't understand.
This seems tailor-made for Gumshoe One-2-One codas.
The conclusion of a mystery is the article that gets written about it, and how the PC slants their reportage in light of their experience.
(It also gives solid motive for the PC to get deeply involved in whatever the mystery is!)
 
4:46 AM
@BESW That reminds me of a mystery movie I saw on TV once, years ago. Protagonist got poisoned early on, with something that's fatal in a few days and has no antidote. Spends the rest of the movie finding the culprit and bringing them to justice, before wandering off into the fog (and an off-screen death).
 
Except for the end, it sounds like DOA.
Maybe it was a re-make.
But yes, that's exactly the sort of thing you can do with Gumshoe One-2-One.
 
@BESW I'm glad the Gumshoe one-2-one thing worked out for you :)
 
@Magician Yes, thanks very much for the support.
Now I'm hacking it for a '60s New York City investigative journalism game with cryptids.
 
Fun! Would the player actually write the article?
 
I'm thinking that summarizing the article will be the default way to handle the coda.
And, he's writing for the cryptid community newspaper.
 
4:53 AM
I've been thinking of games producing artifacts as part of play, but of course that requires players possess some talent and desire to actually make stuff.
 
@BESW Yes! It was the 1988 remake of DOA
 
@Adeptus Yey!
@Magician That's something I really like about Pilgrims of the Flying Temple, and I tried to invoke it with Surgadores.
(By way of I'm a Pretty Princess)
 
@BESW It's very close to the 1950 plot (right down to the "luminous toxin" in the drink)
 
What good RPGs are out there that emphasize exploration and discovery? E.g. the party is literally exploring a new continent, or finds new planets.
And not just as a theme, but with mechanical support or GM advice or something. 'Cause you certainly can run a D&D game about wandering on an empty map.
 
Unwritten comes to mind immediately.
 
5:07 AM
It does, but I haven't had a chance to read it yet, much less play it. Can you summarize?
 
Deep beneath New Mexico, an ancient civilization, now dead, wrote books that became portals to a thousand different worlds. Whether they're other universes, other planets, or something else entirely, is unclear. PCs are working for the D'ni Restoration Council, whose mission is to explore and document these worlds, establish diplomatic relations with the locals where such exist, and to learn more about the ancient D'ni and the Art of Writing.
System-wise it's a Fate hack that removes the Attack action completely and adds two new action modes--one is basically a re-skin of Atomic Robo's brainstorming mechanic, but with a mind toward solving environmental and mechanical puzzles. The other is a "question the GM" mechanic for gathering pre-made clues instead of establishing them yourself.
And, of course, there's a good bit of GM section dedicated to designing worlds.
The Doctor Who Role Playing Game (1985) has planet generation advice and extensive tables, but they're kinda silly and I don't recommend them as a good resource.
Astounding Interplanetary Adventures has minimal planet generation tables but no useful advice.
 
Sounds like I should read the Unwritten's GM section, then. I've been interested in running a game like that for a while, now.
 
I'm poking through my collection to see if anything else jumps out.
Technically I think PotFT counts, but not for your needs.
River of Light is an RPG about an allegorical journey of exploration...
Stars Without Number has a world generation chapter. I'm not sure how useful it is.
Haven't ever actually sat down and read that one.
Diaspora has collaborative groups-of-planets-building guidelines.
 
5:33 AM
It somehow feels that building planets before you set foot on them is counterproductive to exploring them.
 
The FAE pamphlet Interstellar Patrol has a world type table and a plot table.
Starblazer Adventures has some sections that might be useful, but probably not.
The Fate Codex Anthology has a section on creating cultures, a bit on travel narratives, and something like Unwritten's Discover action.
 
 
9 hours later…
2:59 PM
@BESW For another example, Head Comix, by R. Crumb (who also created Fritz the Cat) might be worth a look in your research. I'm getting very excited about this "cryptid underground press" concept. There's a lot of examples in the 60s and 70s of a zine or press becoming a central organizing point for a subculture community
 
 
4 hours later…
7:28 PM
Nothing all day...
 
@GreySage Happens.
 
7:48 PM
Nothing what? No good questions? Or not enough chat?
 
I assume "not enough chat".
 
Okay, possible discussion topic: I'm starting a campaign where the PCs begin at mid-level, where there's no reason to hold back in terms of difficulty. What are some "do"s and "don't"s for putting together a first session? How would you design the first session's combat, in terms of difficulty and complexity?
 
How difficult are you aiming for?
And how experienced the group of PCs?
And do the players know that you're aiming for this difficulty-level?
 
Assume D&D, the players are experienced, and I have explained to the players to expect a mid-to-high level of difficulty. I'm aiming for the challenges to actually feel challenging, but not overpowering or unfair.
On one hand, an easy "introductory" challenge would be boring at their level. On the other hand, I don't want to start the campaign with something too complex.
And yes, this question is meant to be open-ended and based on opinions and experience.
 
8:04 PM
Let's go this way: how often do you expect a character to die?
 
Rarely to never. I definitely don't want to kill off anyone within the first few sessions.
 
That does not seem like you're aiming for "challenging".
 
You don't need to expect characters to die to make encounters challenging
Death might be on the table, but I throw tons of stuff at my players and expect them to pull something out of their hats that will pull them through it, even if I have no idea what that something is
 
DMG for 3.5 reccommends throwing "50% chance of TPKs" at a rate of ~1/4th of 15%
 
The way I imagine "challenging" is something along the lines of, at the end of combat, the party has lost over half of its collective HP, and the PCs expended a non-trivial amount of resources
 
8:07 PM
@Adam Imho, real challenge requires the ability to "fail". In a game predominated by lethal damage, "failure" generally means "death".
 
The ability to fail does not equate to the expectation of failure
 
@Adam Huh?
 
I agree with Adam. My goal is to challenge the players, not to "beat" them. That said, I don't intend to pull punches or implement artificial safety nets.
 
@MikeQ So...theoretically, aiming for EL+2 instead of EL+0?
 
@godskook No idea. For sure, one the campaign gets momentum, then I'll start pulling out the big guns.
 
8:11 PM
@godskook When my players walk into an encounter, unless I give the enemies instakill abilities, I expect all of them to survive. Because I believe in their skills and abilities to keep things together. And every time I've thrown something catastrophic at them that I thought they had no chance of winning, they managed to do it.
 
But early on, I feel like the difficulty shouldn't be too crazy - If the players get stopped too often, then the campaign won't gain momentum in the first place.
 
During all those fights, I could have killed them. In fact in every case the monsters actively tried to kill them, but I never expected them to die.
 
I....think we're using different definitions of "expect" then.
 
Okay, I'll side with godskook on that nuance. I hope the PCs will win, but I won't make any bets.
 
Except in a few edge cases where the players act abnormally foolish, I never bet against my players.
 
8:13 PM
Generally, I try to design challenges such that they penalize carelessness and lack of strategy
 
Sounds like we all feel the same, just aren't describing it in the same words
 
Possibly.
Example: The burly melee enemy is walloping on a squishy party member, and they're down to low HP. Would you arbitrarily say "Well, the enemy loses interest in you and leave you alone", to spare them?
 
Well, let's try this: If I threw mirror-match encounters at my party all day, I'd "expect" to tpk the party roughly every other fight.

However, that may or may not actually happen.
 
@MikeQ No, of course not. On the contrary, I've had monsters attack those characters while they are already unconscious. You know, to make sure they're dead ;)
 
Perhaps my players are good enough that they can leverage various things built into working towards those encounters to avoid those odds.
 
8:17 PM
What makes you think that you need any special considerations at all for starting at a higher level?
 
I generally don't have low-level mooks use "kick the unconscious one" tactics, but that's partially a 3.5 thing. That'd be a near insta-kill in almost all cases.
 
Hm... story reasons? It's very easy to design the beginning challenge of a campaign that starts at level 1
 
@MikeQ 3.5 or 5e?
 
Throw together some easy enemies, almost like a video game's tutorial combat, give the PCs a free fight to practice fighting alongside each other
Actually I just realized I have to be somewhere at the moment. I'll come back later but you are free to discuss this amongst yourselves :)
 
@Adam you start your RHoD campaign yet?
 
8:20 PM
No. Probably won't for another month at least
I'm unavailable to play with or run for that group for the next month, and my other game that I'm starting up has a bunch of people who have never played D&D before, so they're all starting at 1st level.
 
 
3 hours later…
11:51 PM
On practical considerations:
Coffee splashed onto the floor. "How am I meant to drink from the skulls of my foes when they have so many blasted holes?" Conan grumbled.
 

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