@hohenheim The chat has feeds. All Role-playing Games Meta questions are fed directly into the chat itself (as above), while everything else --mainsite questions and updates from other websites-- goes into the ticker which pops up in the upper lefthand corner whenever a new thing hits the feed.
@hohenheim One of the purposes of this chat is to discuss the state of the site in a casual, informal manner - Meta is the formal meeting room where the actual decisions and "serious" discussion is made. It's important for people here to know when there's an issue they would like to help with, which is why The Oracle posts meta links here.
Another reason why Meta should feature prominently on chat is that it's sometimes tempting to try to make site policy here, as opposed to the more formal style of Meta, especially over minor issues. But Meta is far better visible to the users who don't use chat (I believe we have a fairly large number of active-ish members who seldom or never visit the chat)
Having a gentle push towards Meta discussions helps with that :)
I hereby declare that the first chat user to rightfully suggest a policy or use discussion be turned into a meta post will receive One Free Re-Roll, redeemable in any rpg.se chat game run by myself or other participating GMs.
talking about visiting the chat... how does one enter the chat? I have a beautiful link someone left in one of my questions that I have to find and click every time I want to come in here... If there is a button somewhere to go to the chat I haven't seen it
On the toolbar at the top of every mainsite page, on the far right, there's a speech bubble icon with horizontal lines.
Click that, and the ensuing drop-down menu will include a "chat" link that takes you to the rpg.se chat nexus page, listing all the active chat rooms associated with Role-playing Games.
@BESW While I advocate the visibility and openness of the chat by principle, I'm attracted to the sense of intimacy the chat has (no doubt largely because it's a poorly advertised feature of a non-major stack).
(As @trogdor said earlier, we need to watch that our chat doesn't become a swirl of opaque self-references that new users can have explained but won't actually feel part of. I've considered removing jeff sometime soon for that reason, so it's less an official staple of the chat's ambience.)
Since that version of jeff (the one focused on a particular member of the chat, rather than the chat as a whole) is the one which gained steam recently, I'm more inclined to take it off the chat tags--I put it up when it was a room joke, not a user joke.
but what I was afraid of was,.... Jeff could evolve further, and sooner or later there will be too many things connected to Jeff to reasonably explain it to new people, and that would frustrate everyone involved
@BESW yes,.... I am more inclined to be upset that it changed and grew at all rather than just the exact way it did, but that is fair
birds-apparently, however, describes an ongoing group activity shared by a number of users, so I'm less worried about it morphing into something clique-ish--though it was better when the link to the bird-watching was starred.
you're more like a group of friends here and have your inside jokes, yes... But I'm new and I don't feel excluded... It just involves a bit of learning :)
(We know that many online RPG forums have a tendency toward tribalism and personal attacks, so we try to be Nicer Than Nice in order to head that off at the pass. This lets us talk about a lot of difficult subjects if necessary, because we're careful about each others' feelings.)
And if a topic gets too extra, we have a secondary room that's used if the main room wants to go back to talking about RPGs, or if the subject is something that not everybody wants to endure.
It's a little depressing that we've had to codify these things so carefully, but sometimes folks need a reminder that the Internet is still full of Real People.
room topic changed to RPG General Chat: Main chat room for tabletop role-playing games [birds-apparently] [dice] [pen-and-paper] [roleplaying]
I've been lurking a couple of SE for a few years, and I've found that a lot of the more active users get pedantic or bitter towards noobs. I guess that's because there is a limit to how many times can you find the same damn mistake and be nice about it, though
(For the record, because sometimes people get confused: I'm a room owner here, so I've got a few extra powers like messing with tags and kicking folks who get super out of hand. I'm not an elected moderator, I have no power outside this room beyond that according to any other Stack user. And I can count on one hand with fingers to spare the number of times I've had to flex my actual mechanical privileges here.)
@Helwar That's what pre-made comments are for! I can write up a nice helpful little info-dump once, then copy-paste it every time and be polite without expending emotional energy each time. AND I get to feel clever about it.
In our Curse of Strahd game, one of the players' character bought an expensive item of gear on credit (not sure if that's allowed in the CoS book or just the GM improvising). The shopkeeper gave his character seven days to pay the debt.
I think we're five days in, and on the other side of Barovia. We'd still be able to reach the shop in time, but if the GM plays the trip "straight" as he's done before, the trip will be a nightmare of pacing.
@kviiri Where is the problem? The GM should play the trip straight. I wouldnt make sense for the party to teleport from one end of the map to the other. The shopekeeper will probably be mad if youre late, but thats an ingame problem.
Something Stalker-0-esque which is particularly difficult and allows for many different skills to be applied, and allows expending resources to improve rolls.
NetHack is a single-player roguelike video game originally released in 1987 with ASCII graphics. It is a descendant of an earlier game called Hack (1982), which is a clone of Rogue (1980). Comparing it with Rogue, Engadget's Justin Olivetti wrote that it took its exploration aspect and "made it far richer with an encyclopedia of objects, a larger vocabulary, a wealth of pop culture mentions, and a puzzler's attitude." In 2000, Salon described it as "one of the finest gaming experiences the computing world has to offer."
The player chooses a character race and class for the mission of retrieving...
@hohenheim It's an influential Roguelike game, filled to the brim with references to both popular and classical culture and known for having extremely intricate game mechanics. And being an absolute pain to learn to play without access to spoilers.
@hohenheim The graphics are, old-skool as they may seem, rather understandable after you spend a few months playing it. There's also tile sets and even a 3D renderer available :)
@hohenheim My understanding is they are a huge time sink, as you basically end up memorizing a huge amount of stuff. Nominally, you end up dying frequently until you learn how to handle various situations.
@doppelgreener Speaking of pinging you, I dropped a mental thread a bit ago. Was there any kind of resolution on the "should we advise people to wait a day before Accepting" question?
@doppelgreener Hi doppelgreener. Thanks for helping me out earlier. I have no idea who you are, but you seem to be super-important. Plus, I think you're involved in answering like 90% of my questions. Very nice, thumbs up.
However, I think NetHack is... an interesting piece of art but not exactly a masterpiece of game design. Its main draw is the stunning level of humorous detail involved in the game. Pretty much any conceivable interaction of game mechanics seems to have been thought of in advance.
Then again, I'm a grumpy old man and believe games these days focus too much on shiny graphics at the expense of good game mechanics (and thus replayability)
@hohenheim Hi! I'm one of the site's community-elected diamond moderators, which is essentially a fancy title for being a janitor. I do a lot of editing (though I did that even before I got elected about a year ago) and as a moderator I do a lot of comment cleanup.
A classic example of how NetHack works is the "rubber chicken". The Chickatrice and Cockatrice are both deadly monsters in NetHack, because of their power to petrify the player by touching them. However, if the player kills one of those and wields its corpse, their attacks will likewise petrify suspectible enemies!
@JoelHarmon Definitely compared to modern games, which require very little. Nethack's part of the roguelike genre wherein part of the challenge of a game is actually learning the game itself: what works, what doesn't, what gets you killed, what helps you survive, what do various items do, how do you use them effectively, what do your stats mean, etc.
However, if the player is carrying too much, they may trip when trying to descend in a staircase, in which case wielding the Chickatrice/Cockatrice corpse will accidentally hit the PC, instantly petrifying them and losing the game.
Dark Souls is in that genre too, and it's part of why people claim Dark Souls is so difficult: modern games almost universally do not do that. They tell you everything about how the game works, and makes sure you're equipped and trained to face every challenge you run up against.
@kviiri I still need to fix that link to work from my work computer. (The problem is the media player, not the fact that it's blocked-or-something from work.)
@doppelgreener Well, there are exceptions. Dungeon Crawl Stone Soup is a roguelike designed with very modern sensibilities in mind: they try to design the game in a manner where there are no "unfair" deaths, only strategic or tactical errors by the player.
So Dungeon Crawl guides focus less on spoilers, because there's not much that can be spoiled, and more on strategy and tactics (which skills to level, how to avoid certain common deaths)
@JoelHarmon That's a heck of a thing. I think factors like that one are also specifically relevant to Nethack's era: back then, we didn't have a NetHack Wiki to look things up in. People had game magazines and word of mouth. An older friend of mine was in boarding college at the time nethack was relatively new, and it was all the rage in the college dorm, and there was lots of collaboration, knowledge-sharing, discussion, debate, etc. People would hear rumours and tips and share them.
@doppelgreener Yeah, I think that was a major draw back then. I was delightfully unaware of Wikis and so when I started playing, and I used to share knowledge with my big brother all the time
The concept of keeping information hidden from the player seems to be suitable (and interesting) when i comes to computer or console games (like Dark Souls and such). However engaging this may be for such games, do you think stuff like that would work in a D&D game? It seems to me, that players want to know every detail about every monster, spells, mechanic and get frustrated easily, when things are not the way they seem.
@trogdor Dark Souls 1 had some issues around that, they made a few major mistakes at the start of the game, but they were further exacerbated by the reputation of the game.
@kviiri Of yourse, the GM keeps the plot and stuff like that a secret. But usually the players have access to all the mechanical information of the game (, at least in my games).
@hohenheim I don't know of one. I know that in D&D, actually knowing things about the choices you're picking up is important enough, and complex enough, that I wouldn't try to say "pick your spells without knowing what they do" to anyone. It works in nethack because I can change options and have a rapid feedback loop when things don't work (I play for half an hour, I die, I learn, I play again).
And I also really like systems where the GM doesn't decide what's going on, but sets up a problem and everyone collaborates to discover the solution together so everybody gets surprised.
Personally I've picked up a lot of my GM'ing philosophy from Apocalypse World where one of the GM rules is "be generous with the information". It makes perfect sense to me - all the players have to visualize the world with is the figurative Plato's cave of everything being filtered through the GM's words. Extra information balances it out and helps players drive the story in the ways they want.
It's not in a nethacky fashion, but it definitely actively hides information from the players. Players can of course read the GM-only sections of the manuals, but actually demonstrating any knowledge of those sections is treason and you will be executed. (And there is no IC/OOC conversational divide: all conversation is treated as IC, so you cannot OOCly discuss those GM-only sections.)
In that game, a player acknowledging they're aware of game mechanics in parts of the book above their clearance level can be dealt severe in-game punishment.
@doppelgreener also, in certain roguelikes/lites not knowing stuff is part of the fun partly because you can learn a lot and die and do another run with new info very quickly
@hohenheim I have this long-running project where the players are members of a revolutionary terrorist group. However, each one is also an agent of a different secret service, without knowing the others are too. They have strict instructions not to let any evil plots succeed and not to blow their cover. The players would be unaware of everyone else being double agents too, and then I'd just cackle gleefully as they bungle everything up.
To spice it up more, some players would have an additional tidbit that their organization has detected another undercover agent inside, and they're under strict orders not to let them suffer harm. Of course, they don't know this undercover agent's identity, so they'll have an incentive to step in to defend anyone bungling something up.
@trogdor That's a good point. I've been thinking that the starting scenario would be of the sort that they have underlings who are terrorists for real.
And they'd come with a bomb and ask where it should be put.
@kviiri Plus a lot of relationships between smaller groups of players each, so they can assume that the secret machinations of other players are not necessarily secret-agent-ship, but the type of machinations they have with someone else, too?
Anyway, the reason I haven't tried this out yet is that when I came upon this idea the first thing I did was ask my usual RPG channel if it wouldn't be a cool idea and then I realized it wouldn't surprise anyone, anymore, ever :D
@trogdor I agree, but a good one-shot is also good :)
@kviiri I'd look at it this way: they have a reason to be in this organisation in the long term beyond "go in there and mess things up". They also have higher-ups holding them accountable, and if they don't seem to be "with it" then they'll be kicked out and the plots will be put in the hands of genuine terrorists.
So they have a reason to stick around and try to do what the group is trying to do, but in ways that won't actually succeed at their goals or do serious damage or hurt people.
It might also work as a LRP with more than a handful players, and more than the two (himself plus “that other guy”) secret agents every secret agent suspects, adding some genuine terrorists-with-love-interests or terrorists-with-goverment-relations or pacifist-terrorists or stuff to it.
@kviiri I agree. I could see myself doing something like that in Fate. The players are aware of the characters' situations -- and can use that knowledge to gleefully conspire against their own characters to get them into sticky situations where they risk exposure and so on.
I do think it sounds fun really, in a way, buty gut reaction also says someone who ends up not liking it due to the deception involved might feel really betrayed
It does remind me of the LARP I played recently with layers upon layers upon layers of intrigue. If everyone has got three layers of intrigue going on and the setup makes clear that everyone has at least two layers of intrigue, then no-one would be surprised that it's acutally three levels for everyone.
(Layer one: the secret terror cell, or in my LARP case, the masquerade of magical society; Layer two: all the secret personal relationships, political agendas and spy networks; Layer three: the really nasty stuff, like being a government spy or a magical terrorist or a secret werewolf or stuff like that)
Oh, entirely unrelated, apart from the “I got to visit” part: I'll be in Helsinki probably around 3/4/5 June (going up through all other Skandinavian capitals during the weeks before that, for anyone who cares).
Would you be up to meet this random internet stranger for games, tea, sightseeing or whatever?
I wouldn't be too pleased to experience a haunting, simultaneously being scared by it and shattering my worldview that I won't have to experience any because they aren't real XD
The mansion belongs to a friend's family. Their family isn't particularly wealthy and whenever he spoke of it, I assumed he was exaggerating. But turns out it was every bit as awesome as he had described and then some. Except it was in terrible shape.
The original owner of the mansion, one of this friend's ancestors, was a reeve, and the mansion served as his "humble quarters". A lot of the furniture was authentic 19th century, but the building looked like a huge chore to maintain. I'm glad I don't own one of those!
@Tiggerous Nope! Actually even the author is unfamiliar to me :)
@kviiri He was a very 'larger than life' character, whose creative peak was about 100 years ago and whose written output was ridiculously large. He basically wrote his own regular newspaper. Most of his novels are quite weird, including that one. He used to carry a sword-stick everywhere and once said (paraphrase) 'I would count it as a singular honour, if I am ever called upon to defend the honour of my wife [using the sword-stick].
@kviiri I've read three of his novels and a lot of short stories - his writing style is sort of halfway between Dickens and Oscar Wilde, that book in particular just seemed relevant to the scenario you were discussing (it is a weird book though).
But, since Guam is pretty much all over with what Westerners would probably call hauntings, it maybe wasn't as big a deal for me as it was for the people in the area?
I wasn't exactly blasé about sleeping near a really angry taotaomo'na tree, but it wasn't a paradigm-challenging experience on either a culture or faith level.
@doppelgreener I don't know the specific way but,... generally they are angry if you don't show them the proper respect while hanging around them
one thing, for example, you need to ask permission to use the bathroom and give permission back to them to do the same around where you live, just one thing I have heard before
@doppelgreener I didn't even see the tree at first, because it was in the back! But you get a sensitivity to the feelings of guello yan guella, and I definitely had that "back of the neck" sense that somebody wasn't happy but it wasn't me they were unhappy with.
Then I saw the tree. There's a certain kind of banyan tree that taotaomo'na rest in, and a banyan that's occupied needs to be treated with a lot of respect. This one was in the middle of a parking lot, paved all the way up to its trunk all the way around, and just radiated illness and offense.
My religious beliefs don't match up with Chamoru spiritual beliefs exactly, but there's room for a lot of overlap and I totally believe there's something going on that they're tapped into. I've experienced it.
@BESW yeah really I can't say I have not,.... like yeah logically I don't believe that stuff, but I get this feeling sometimes, especially with certain ghost stories and the like
As Troggy mentioned, there's a tradition of asking permission before relieving yourself in the jungle, because people live there--even if they aren't exactly the living anymore in a western sense.
And part of that asking permission is learning how to get an answer: by being quiet and open so that you can feel either calm acceptance or nervous because they want you to go.
I've never felt that "go away, you do not have permission to be here" so intensely, before or since.
@kviiri Nope, so far I have an outbound flight– and actually for the 3rd, not the 5th as I had planned earlier, confused that – and I'll come in by train from Turku a few days before that..
Has anybody of you experience with All Flesh Must Be Eaten? Would this be a good system for a zombie-apocalypse-oneshot? If not, can you recommend any other system that would be suited better?
BESW has at least mentioned it, but I don't know if he ever played it.
What kind of game would you like it to be?
I think a gritty tactical survival zombie apocalypse could work well with Savage Worlds (and I stress that I'd never recommend Savage Worlds lightly!) and a more narrative drama-oriented one could work with Apocalypse World (which, on the other hand, I do recommend lightly)
Three of my four players like the series "The Walking Dead". I haven't watched a single episode, but as far as i understand, my players want more drama, less tactics.
Well, I think my players are really bad when it comes to tactics. So they usually don't go in that direction. Therefore, only drama remains as viable option ^^.
@goodguy5 Savage Worlds is kind-of traditional, no-classes, player characters are slightly-larger-than-life characters with skills and attributes rated at various dice sizes, and some edges giving bonusses in certain situations (like Fate stunts, if you know them).
Savage Worlds is also one of those setting-independent fairly-realistic systems. And it feels more like a wargame than most RPGs (it even gives distances like weapon ranges directly as battlemap inches)
And Apocalypse World is, well... not very realistic, nor very tactical. It's designed to fulfill narrative tropes of post-Apocalyptic hellscapes :)
@goodguy5 Apocalypse World is the first Powered-by-the-Apocalypse games (that engine-or-whatever-it-is takes its name from that game), which is very un-traditional as far as rules for the GM and some assumptions of game structure go. PCs have strong archetypes or classes, are their one-of-a-kind in that society (kind of), with moves, each specifying what interesting things should happen according to the genre conventions on a fail, partical or complete success.
Now I wonder whether at least one of Monsterhearts/Monster of the Week/… (which are Powered by the Apocalypse) started out with a working title of ‘Darkness World’ to play on that theme and the ‘World of Darkness’ title…
When mentioning another user by name in an answer (in order to give credit) is there an ettiquette to how to do it? Should I link from their name to their profile ect.?
@Tiggerous I don't think I've seen any particular method used. Just @user is sufficient IMO. Unless you are referencing an answer of theirs in which case linking to it might be nice.
I thought of a character idea. Harley Quinn, if her father was a medieval knight and she wanted to be good. But like... somewhere between suicide squad Harley and Batman Cartoon Harley.
My wife did not like it. (she hates the airhead bad girl thing)
@doppelgreener heyo, I'm writing a meta answer, can I bother any of the mods to pull up my deleted comments in this question? rpg.stackexchange.com/q/121109/23064
Would a gnome warlock be the most insufferable character by raw description? Excitable, insatiable for adventure, and thirsty, nay, starving for knowledge.
@Anaphory Any idea what you'd like to do here? if the weather's nice and you don't mind outdoors activities, there's a few pretty sites in or near Helsinki. The cuisine's not much to brag about, and the best beer is foreign, but at least we've got some nice scenery.
@goodguy5 I think there's a stereotype that gnome bards are particularly bad.
@kviiri Scenery is nice! Mostly, I'm going through Skandinavia to see a lot of it, and I'll have hiking boots with me for such purposes (like Hardangerjøkulen, Ahvenanmaa). But your RPG preferences sound compatible with mine, so that might also be an option. Beer is not to my taste, anyway.
Last bard I played was a bouncer-esque goliath intimidating people left and right, and talking people to death, while also had a penchant for the arts and secretly acted in the theathre (ALso, run a band of mercenaries, and wielded a greatsword)
@goodguy5 It may be for a reason that I made the only D&D NPC I made recently – an insufferable arch mage/dean of a faculty who does not care about anything outside their ivory tower – a Gnome Wizard.
@Anaphory There's a few fortress near Helsinki, those are nice sites. Suomenlinna is the mainstream one but Vallisaari was opened to the public just a few years ago and has some beautiful nature to show for its relative disuse
During break a player humorously asked if the grease spell could be used for hair gel. I stomped my DM foot dramatically and said "Absolutely not." and after a pause, I noted that's more of a prestidigitation thing, but there must absolutely be no musical number to go with it.