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12:11 AM
@doppelgreener beep boop
@BESW I took a stab at updating it (though I'm not too familiar with the system beyond some cursory Googling) :)
 
12:49 AM
Wow that's a lot more than I would've put in!
I usually just stick in links to games that I think are good for people to find but might be difficult to track down, like the free PDFs which aren't linked on the site where they're hosted.
(tag wikis are supposed to be about use cases, not the content of the tag itself, but nobody follows that guideline anyway so I'll happily ignore it to make a good game more easily available.)
 
1:22 AM
8
Q: How can I make theater-of-the-mind dungeon-crawling/location exploration fun and engaging?

Ruslan OsipovI've been struggling with making exploration of locations/dungeon crawls engaging for the players. I've tried a few things: "And then you enter another room with X, Y, and Z" provides no choices, even if stuff in the rooms is interesting. "You see two doors ahead of you" provides no meaningful c...

 
1:40 AM
True about "insanity", apart from anything else this is a specific thing and most kinds of insanity would be zero use for this (I don't think it's really trying to argue that somebody with severe OCD would have a better chance of pulling off this spell...), so it reads ludicrously.
 
@A.B. yeah, no kidding
 
As I understand it, having any mundane medical issues should not necessarily help with the Mythos. What the game term Insanity refers to is the effect of disconnect you experience as a result of being exposed to the truth of the Mythos.
 
Yep. And besides, it's more of a description of what's happening. "Insanity" is arbitrary. "He started laughing maniacally and screaming in an unknown tongue because people who get too close to the tentacle monster go insane".
It's stupid.
 
What do you mean by it is stupid?
 
GcL
I can attest that seeing a spaghetti mess of tentacles all doing their own thing connected in some horrible yet hidden way and driven by the machinations of an incomprehensible entity is pretty darned maddening.
 
1:49 AM
Well, it's a thing, but it's arbitrary. Why is he doing that? because he's insane, no reason required.
Whereas the point is, and "insight" makes it look more that way, that the response of *any*, even if totally healthy, person to discovering what's really going on here would be to run screaming...
>:-)
I mean, Lovecraft isn't my cup of tea, but I get it.
I think.
 
I have not read the mechanics behind Insight, but the expression seems a bit ... tame for me
 
It does, true. But you can't have everything.
 
GcL
What really drives you crazy is when you think you've made sense of a piece of it and your model seems to be working... even though it's counter intuitive. Then just when you think you've got a solid base to stand on, it goes and performs something unexpected and counter intuitive to your new model! At that point, screaming is entirely apropos.
 
:-D
 
Well, I do not really see the need for the change in phrasing
 
1:53 AM
(I've actually thought sometimes about whether it would work in such a story or game to have somebody with actual mental problems, the right kind, at least, be more immune to the cosmic horror. On the "that's just Tuesday" principle.)
 
Honestly I'm gonna just use "fear" for the stat in my future CD games, it's a lot closer to the aesthetic I'm after.
And it's even right there in the text: "If you get higher than your Insight, add 1 to your Insight and roleplay your fear." (emphasis mine)
 
Yeah, that would work too.
 
In the broader context of CD, it uses Insight because the score is a reflection of the character's dawning understanding of the horror they're facing.
But I prefer to draw on more Doctor Who/Scooby-Do type inspirations for my games.
 
So it is a new take on the idea?
 
Same point: enough fear and nonsensicality and even the sanest are going to throw their heads back and run around yelling about universes... some things there just IS no sane response to.
 
2:02 AM
And in practice one of the most freeing elements of our CD games has been taking the text very literally about when to roll for "Insight:"
> When you see something disturbing, roll your Insight Die.
That means our PCs get creeped out by things which startle them or creep them out even if it isn't directly related to the mystery, and it lets the mystery itself be mundane if that's the direction we want to go. It validates the characters' internal journey through fear without needing to justify fear externally.
 
I'm thinking now about the CD Insight mechanic (which, if I'm reading this right, is a model where you get more resistant to the horror through exposure) vs. the CoC Sanity stat, which is the other way around
vs. the Unknown Armies stress check mechanic, which is kind of both
 
GcL
A series of basements you have to go down and turn off the back room lights. You know nothing is down there, but you still hustle to the stairs afterwards anyway. Totally legit fear.
 
@GcL :D that'd be absolutely infuriating indeed
 
It's also notable that while the player-facing rules for CD are quite good at using very simple mechanics to emulate a mood and atmosphere which other systems struggle with, the GM-facing scenario building advice is what really pushes it over the edge into a functioning self-reinforcing dread-and-terror engine.
 
2:49 AM
What kind of thing?
 
 
9 hours later…
12:13 PM
Under The Floorboards by Chris Bissette is a tabletop roleplaying game for 2-5 players about tiny people living in a giant, hostile world, inspired by The Borrowers. The focus of the game is very story-driven, with an emphasis on collaborative storytelling and worldbuilding over stats and crunch.
"Five Dualities That Can Replace Good and Evil," article by Chris Winkle for Mythcreants.
Inspired by the voyage of the bathysphere and the world's first deep sea dive, Into Blue Midnight by KiennaS is a GMless two-player Wretched and Alone game that lets you play out the last hour of two scientists within the bathysphere when everything goes wrong.
 
12:39 PM
Bad Pun Jam 2020 hosted by 蠢謳迷 / omi chun starts in three and a half days. Do you enjoy insufferable wordplay at the expense of everyone around you? Have you ever wanted to immortalize your witty verbal exploits in the unnecessary and extravagant form of a game? If so, then this jam is for people like you. If not, I'd appreciate if you could at least spread the word.
 
1:37 PM
Proton_31 suggests "Yoko Ono was making RPGs over a decade before D&D" and offers the poems to prove it.
 
 
2 hours later…
3:20 PM
I need some help, but I want to be sure Im not just being stupid before I ask the question on the stack
The spell Compelled Duel
The target fails the initial save, then it says the target "must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn."
The spell doesnt say what happens when it fails this save, nor does the spell actually say anything about restricting movement before this.
I dont understand what this spell actually does.
@HellSaint I'd like your thoughts here
 
There's a heavily implied "If it fails it can't move away" but it seems like you're right
 
It also seems to imply freedom of movement within 30 feet of you
 
@Someone_Evil yeah, that
 
but it doesnt actually say what the spell does
(with respect to movement restrictions)
 
The idea of the spell is that both should be dueling, so if it tries to run away from the duel, the spell stops him from doing that (in a failed save)
Yeah, it's kinda of assuming the consequent here, but if it succeeds => can move, if it fails => can't move
 
3:26 PM
How many times in a turn can the compelled creature attempt to move away?
Say the creature starts exactly 30 feet away, can he keep attempting to move away until the save succeeds?
 
It might be easier to resolve this with the fullness of answers on main
 
yeah it's worth a question
 
I think it's a quite valid question to ask the stack
 
So you think its a good question for the stack then?and im not just totally missing something obvious?
 
@ThomasMarkov but I would rule it as once.
 
3:27 PM
Cool, Ill write something up then.
This came from me thinking about how compelled duel works when the target starts its turn more than 30 feet away (which is possible)
but thats a seperate question entirely, basically (does the target make a saving throw to move anywhere?
Probably need a title better than "What does Compelled Duel even do?"
This question is related but doesnt help much rpg.stackexchange.com/questions/130323/…
 
@ThomasMarkov It's only the clause on movement that seems unclear, right? "How does the movement clause of compelled duel work?" (Title's are also easily fixable by others, it's just a summary of the q)
 
@ThomasMarkov That's a perfectly fine title. This site needs more questions of the form "What does $game_mechanic even do? Please answer based on your experience with it doing things."
 
3:48 PM
I just noticed something
Many recent questions don't bother looking for or mentioning strongly related questions
Is this something that "worsened" in the site or am I imagining things?
 
4:09 PM
about compelled duel... @V2Blast you still got that D&D Beyond privileges? How is Compelled Duel worded in D&D Beyond? From reddit, it seems it's different from the PHB.
(or rather anyone else who has the spell on D&D Beyond - I just remember V2Blast editing everything with a link to D&D Beyond so he was the first name that came to mind :P)
 
@HellSaint Different to which printing of the PHB?
 
@Someone_Evil was it ever errata'd? haha
 
@HellSaint I don't think so, but there are sometimes changes which aren't noted in the errata document.
 
I have seen the wording of the spell with a clause "The target only needs to succeed the saving throw once" - and it seems the source to this statement is the D&D Beyond writing
 
Do you have a link to where reddit finds a discrepancy?
@HellSaint Sure isn't there now
 
4:16 PM
I then googled this sentence and it only appears with D&D Beyond being mentioned haha
 
@HellSaint my question quotes from DND Beyond
 
kay then I haven't the slightest idea where that sentence came from
 
Maybe an older edition of the phb? I cant check mine till I get home from work this afternoon.
 
Mine is first edition and it is worded exactly as your question
So unless they changed it for some edition and then rolled back - which seems very unlikely - I doubt it haha
Probably someone house-ruled that and it spread through the internet. I have seen the same for the plain text version of the Tome of Strahd - everywhere it contains a paragraph about the hidden fanes, because the guy that wrote it down included it from his homebrew and then everyone just copy pasted lol
 
@HellSaint I'm getting some other results which indicate to me this is some wiki rewording the spell to evade piracy detection
 
 
1 hour later…
5:25 PM
Well that's a first... the font used in comments changed...
 
Have they?
 
Have they? [2]
I really didn't notice that haha
 
5:41 PM
It fixed back when I restarted my computer... probably one of my "auto change the font" things somehow worked for once
 
GcL
5:52 PM
@Medix2 How many font altering things do you have? I'm imagining a digital senate in the style of Tron arguing about the eventual font changes they can come to consensus on.
 
@GcL I think I have five...
 
GcL
The goof going on about the virtues of comic sans gets shouted down and sent back to under his bridge.
@Medix2 Sounds like a senate in it's prime.
 
@Someone_Evil I tried editing this post again... I'm convinced there are too many numbers
 
i still think oil of sharpness doesnt stack grumble grumble
:p
 
@ThomasMarkov Have you tried putting it in jars?
 
5:58 PM
Like I'm unsure how to read some of those numbers so I'm just gonna recalculate it all :(
 
@GcL Comic Sans is funny and special. Don't bad mouth it!
 
GcL
@HellSaint It did have it's place and use once upon a time.
 
6:36 PM
@Medix2 Funnily the answer became a large list of features that increase your attack roll and a good compendium to find what is a good combo with Sharpshooter :v
 
@HellSaint The only missing features I found are the Kensei Monk's Sharpen the Blade, the Ranger's Foe Slayer, the Forge Cleric's Blessing of the Forge, probably some random spells and Eldritch Invocations and Feats and Racial Traits I might've forgotten
 
I tried to warn my DM that sharpshooter was really good against low AC targets. He still flipped out when I was still hitting every time and doing massive damage each round.
 
@ThomasMarkov I did a lot of math on that feat XD
 
Just a random comment: I gave a feature similar to Foe Slayer to a homebrew I made, except I gave it at first level and it costs the bonus action, and it didn't break the game in any way.
It also had to be chosen before the roll, which is a significant nerf.
Still, other than that, Ranger's capstone ability can be given to a 1st level character without breaking the game. Let that sink.
 
I have a huge spreadsheet calculating my PCs damage per round against all ACs at every level
 
6:41 PM
I have a MATLAB function for that, lul
 
Speaking of really bad capstone abilities, Bards, man.
 
Inputs are Modifier, Average roll damage on hit and average critical roll damage, output is DPR per AC for disadvantage/normal/advantage/elven accuracy
 
Same thing applies. You could give it to a level 1 Bard and it wouldnt be that much of an improvement.
 
Yeah but bard at least is a decent class as a whole
Ranger is bad from 1 to 20
 
@ThomasMarkov Really?
 
6:44 PM
Yeah. "At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use."
 
and when you finally get to 20, somehow alive due to your DM's pitty, you get... a +5 on a single attack per turn, and that is not even on both attack and damage, only one of them, and only against your favored enemy.
 
Yeah Monks get 4 Ki Points when rolling initiative
 
I convinced my DM to give me a 20th level feature similar to the barbarian's if i make it there without dying.
24 Charisma
 
Really I have no idea how Ranger in its current state survived playtest
 
If Bards have a bad capstone I'd probably say Sorc and Monk do as well, but eh... the entirety of reaching level 20 is usually far less exciting and power-spiking than I would have wanted
 
6:48 PM
yeah, reason that most people get multiclass dips
getting an extra action per turn multiclassing as a 2nd level fighter is usually better than the final ASI and the capstone ability
I mean in one turn* not per turn
 
Several of those level 20 abilities seem designed around the idea that adventuring at that level means long (in-game) intense days with little time for rest. Presumably being the build up to the finale of the campaign.
 
@Someone_Evil that... actually makes sense.
 
@HellSaint I think there's data to show most people don't get to level 20 at all
 
GcL
@HellSaint One of the few ways to cast two non-cantrip action spells in a round
@Someone_Evil Like, survey data?
 
@Someone_Evil yeah I mean when playing a direct tier 3-4 adventure
I don't think many people play from 1 to 20
 
GcL
6:51 PM
I would concur, but I don't know how to assess that quantitatively.
 
But I have seen a considerable number of tables starting around 15 with the idea of getting 20
 
@GcL I'm pretty sure WotC has gathered, don't remember if or where it's released
 
GcL
@HellSaint That's interesting. Skipping directly to high tier play.
 
@Someone_Evil I remember Mearls mentioned that. I never saw the actual data published, but he said that the data indicates that most campaigns end by 10th level
 
@Someone_Evil IIRC they used surveys on "what levels do you play" to determine the XP required or something like that
 
6:54 PM
Mentioned in the comments to this answer: rpg.stackexchange.com/a/62358/43856
 
GcL
I'm wondering what data that is drawn from and how it's collected.
 
@GcL I've gotten upsettingly used to "the data we used..." and not saying what that data actually was :(
 
Being fair it's probably data from older editions and maybe something from playtest
 
GcL
Or where I can find it, or the methodology around collecting and processing it, and the analysis.... we want reproducible research! It's not just a fantasy anymore and our fantasy settings should get on board!
 
Imagine... an errata that changed the XP requirements
 
6:58 PM
Funnily, in 5e, tha data is probably snowballing
 
GcL
@HellSaint I would be interested if they surveyed people at conventions or by email or as AL promotions or whatever.
 
No hardcover adventure that I recall right now goes to tier 4
So obviously right now most people are playing campaigns that end by 10th level, these are the most well written ones, at least for people that like to play published content
And the decision to finish such adventures where they finish is probably driven by the previous data that said that people didn't tend to play in higher levels too much
 
I seem to recall it being roll20 data?
 
The other problem is that it's generally harder to balance higher-level play... CR becomes even more of a suggestion and classes start differing even more in their potency and variety. I feel like that would make adventure modules that does use pre-written characters incredibly variable and difficult to design at all
 
But that conflates campaigns that stop because you finally cornered the mustard market in West Dobravia with campaigns that stop because everybody ghosted after session 1.
 
7:01 PM
@GcL Most tables I have seen doing that are experienced players, who probably have had characters reaching the level they will be starting. But usually the change in the setting and characters is so huge they prefer to start over a new campaign at those levels.
In my own gaming groups the most frequently skipped levels are 11-15 though haha. I have no idea why.
 
@HellSaint I don't even remember the last time I was level 1
 
I like to start at level 1 so we get the emotion of almost dying to 4 goblins.
And then after one year, when we are killing an ancient dragon, we can remember that time when the party was ambushed by 4 goblins and almost died
idk I find it funny and creates an actual sense of nostalgia
but I can understand not liking the tier 1 play as your character doesn't even have most of the features that define the class and has so few actual options
 
I remember being a level 1 Bard with a crossbow and just feeling like a really bad archer that could do magic tricks.
 
yeah, so I always argue for starting at 3
my original reason was mostly that a bunch of stuff goes weird with subclasses and some character concepts - "military veteran Valour bard" is a cool concept but if you start at 1 you've apparently forgotten how to use your standard-issue shield and medium armour until level 3
that opinion only got solidified by the game I played with an inexperienced GM and a couple of newbies, where the fact that level 1 hp totals are veeeery similar to level 1 monster damage lead to the new players getting really scared their characters were about to die, in a way that's kind of unrepresentative of how the game plays for most of the level range
(especially as we had bad luck on attack rolls, both missing a lot and getting hit a lot; at level 5 that's "oh this is a bit tight, better burn more healing on this one," but at 1 it can look very "wow we're toast")
 
1st level is more prone to cold dice, yes
that's my reason to hide dice rolls though :P
@LizWeir well here the problem is that the background in 5e kinda assumes you didn't do much of actual combat before you became an adventurer
 
7:20 PM
I served in the king's army for 20 years, fought in four wars. I am also level 1.
 
Yeah but then either the assumption is that you spent most of these wars hidden doing nothing or that's not a "valid" background (as per PHB)
what I mean is that that's arguably something that could be narrated as already "adventuring"
and the background is restricted to stuff before that
 
If we're talking 5e, I'd suggest starting at minimum 2nd level, as some classes don't even get their basic features until then (druid, ranger, paladin)
 
I've never noticed that being the case and I certainly don't play it as if you can't have been doing much combat
 
obviously you can skip actually role playing that and just start at a higher level
 
like- if I accept that rule I'm just gonna go "wow this is super limiting on the character concept-space, let's start at a higher level and dodge it"
Eberron, in particular, puts a lot of wordcount into "maybe you're a veteran of the Last War" and I feel like the game's more interesting if that's a viable starting PC.
 
7:24 PM
I agree that it may be a viable starting PC - I just disagree that it is a viable 1st level starting PC
a 1st level PC has zero experience in its class, if he already fought an entire war doing that, he certainly gained some experience in the meantime
 
you're putting more weight on game mechanics than I do there
a 1st level PC has enough lower-case-e experience to have developed their 1st-level class features
 
yeah which is basically "getting out of highschool"
 
I do think 3rd-level PCs represent someone with a bit of life under their belt much better
but, idk, I think it's fairly natural to look at the soldier background and assume that actually means you can be a military veteran
 
yeah the soldier background is kinda misleading
". You trained as a youth, studied the use of weapons and armor,"
yet you may have no proficiency with weapons and armor at all
meta.stackexchange.com/q/311002/392768 - I just got an entirely random upvote on this question from 2 years ago out of nowhere. What?
 
here have another :p
 
7:34 PM
lol haha
got a bronze badge on meta.SE!
 
I used to believe that character level was just an abstraction, but then I took an arrow to the campaign learned that certain game mechanics would have bearing on a character's place and fame within their world
 
GcL
Most soldiers could have been conscripts with very little experience. He's a spear. Stand here. Pointy end towards the enemy. Also, a great deal of war is marching places, digging, carrying crap, and shoveling literal crap.
 
sure, there's ways to justify it. that's not what I'm trying to say.
 
GcL
Also, the fighter class isn't really build with formation fighting in mind. More like buckling and swashing.
 
"I'm not a swashbuckler, I'm a buckleswasher. I wash buckles."
6
 
GcL
7:39 PM
We rarely have combat encounters before level 2 anyway. I like staring as L1 as it gives the players a chance to be the little people in regular society.
 
what I'm trying to say is it's pretty natural to read that rulebook and think "I want to play a cool military veteran like this one character I like in this book, and hey, there's a soldier background," and that's something 1st-level play doesn't support well; I think it's easier to sell "naive youngster out on their first adventure" at level 3 than it is to sell "experienced person with some depth to their background" at 1, and that gives me a strong preference towards the level 3 start
like, hell
Luke Skywalker is a naive youngster
he's also already an ace pilot when the movie starts, because he and his mates goof off in speeders
and you can play someone Han-ish as a level 3 rogue, but level 1 makes it much harder
does that make sense?
 
GcL
You start at L3, you're essentially on par with the combat abilities of most officers in the Brelish army. The nice lady that runs the castle on the border with Darguun is like a l3 or l5 fighter. Lemme look that one up.
 
Yes, level 1 doesn't really afford the players jumping into action right away.
 
GcL
@LizWeir The L1 characters are proficient in arms and armor. That's not zero experience. That's 0 experience as an adventurer.
Getting proficient with a weapon takes a bit of practice.
 
experience of play is my thing here: 1st-level combat is swingy and scary
 
7:43 PM
If the campaign permits some early sessions of interaction that doesn't involve high risks or resource expenditures, then you could start at L1 as @GcL said. A character could claim to be an experienced soldier, and the mechanical limitations won't be as significant.
 
it doesn't sell the fantasy the way the game does for most of the level range
it feels much more like someone out of their depth
 
Yes, that dissonance does come up a lot. The mage has supposedly spent years studying the secrets of the arcane, and have maybe 5 utility spells to show for it. Then they spend the next few weeks fighting and dungeon crawling, and that's somehow where they learn the bulk of their magic.
 
GcL
@LizWeir Most soldiers are out of their depth as adventurers. Especially in Eberron, the heroes become something of super heroes doing things that others just can't. I find it suitable they start on par with most regular folk.
 
shrug fair
think we want slightly different things from the early game
 
GcL
@MikeQ I like to contrast the wizards that are capable of adventuring with those that are purely academic. E.g. the adventuring wizard can cast similar spells as their academic counterparts, but they can do it under pressure in five seconds flat. Which I like to play up as a notable skill that their ivory tower counterparts don't have... and sometimes write papers about.
Or magewrights... which have similar spells, just not as flexible and take a great deal more than an arcane focus to cast. Sure they can cast mending, but only on wood (and this one doesn't do it well with oak) and it takes a half a freaking hour to setup and teardown the aparatus.
I got away from casting NPCs as character classes. It made character classes feel more mundane than I like.
 
7:52 PM
@LizWeir I can sympathize. The superlinear scaling of D&D means that low-level characters really can't feel powerful at all. If the players want to jump into action right away, they'd either need to start at a higher level, or play a different system.
 
will admit that "play a different system" is my usual solution these days, but I do still play a fair bit of D&D
 
Or be variant humans
 
and I have like six Eberron characters I want to play ;-)
 
GcL
Does your group do vignettes? Like little 1-3 session stories? That's the only way we can do some of our fun ideas.
 
I don't exactly have one consistent group - I know a lot of RPers through larp, so it's that fluid "get some friends together for a game pitch" sort of thing
 
7:54 PM
Of course, the narrative dissonance between character mechanics and character concept can go both ways. i.e, if a character concept is an experienced veteran, but they're a level 1 ranger with no class features. Or, if the story expects that the PCs are nobodies, but they're decked out in magic items and casting 3rd level spells.
What not to do is scale up the rest of the NPCs to have comparable powers and features. Don't do that. As @GcL said, it makes the PCs feel less special. And it's a huge logistical pain for the DM in the long term.
 
GcL
I think the veteran I would have an easier time explaining the level 1 mechanics. Out of practice and out of shape or learning to deal with injuries of the Last War and age. Harder for me to come up with a narrative for the nobodies with 3rd level spells and magic items.
@MikeQ In concur with this. City guards aren't even L1 fighter equivalents for my campaigns. They don't have the skills and abilities. Basically, shouting "halt" and calling for a gang of their friends are the main abilities.
 
an arrow to the knee will do that to you
 
GcL
There are entire other reasons for not fighting with guards mostly societal pressures.
 
GcL
8:17 PM
I sorted out an estimate for the upper end of a rural land owning farmer in Eberron with an established farm turning a profit of 20gp in a decent year. Then based the economic expectations of NPCs off of that.
 
3
Q: Infiltration and combat

FivesideddiceI’m running a 5e campaign, and our group is going into a period of the campaign that will likely involve a lot of ‘sneak in sneak out’ encounters/series of encounters, like assassination missions or thievery. The problem is, I’m not sure how to keep it balanced with the so-called ‘adventuring day...

 
8:46 PM
7
Q: What are all the ways that stacking resistance becomes immunity by RAW?

NathanSIn this supplement for Rise of Tiamat, on page 4, the properties of the "dragon mask" magic items are described, including this property (bold emphasis mine): Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another so...

 
 
2 hours later…
10:32 PM
Colludium Four - small press games bundle A bundle hosted by Blue Golem Games with content from Adira Slattery, breathingstories, caradoc, Chris Bissette, Fen Slattery, Hekla Björk Unnardóttir, jay Dragon & co., luciellaes, Ray Cox, Sascha Moros, Secrets of the Masquerade, Speak the Sky.
SUMMER SPOOKTACULAR A sale hosted by Speak the Sky. I'm joining in on the itch Summer Sale, but since 4/5 of my games and adventures that aren't already on sale or in other bundles are horror, I thought I'd put them all together on sale and in a bundle!
 
>Keeping the Lights On is a GM-less collaborative story game about a tight-knit community, and how its members act when times are hard. It’s about burnout, and how to deal with it when it happens. But this is also a game about light, unity, charity, and hope.

You play as four members of a soon-to-be closed synagogue, during Hanukkah in the year 2019 (5580 in the Jewish calendar). You, along with the other members, are fighting to keep it running, but all the discussion, arguing, and organizing takes a toll on your health. You must keep your spirits up, while dealing with life on the side.
whyyyyyyyyy
 
@A.B. why what?
 
Oh, just. Despair: the game.
Maybe they have come up with some way to make this have up-sides, besides just saying they have. But if so their blurb certainly doesn't give much hint of what they are.
 
10:49 PM
Perhaps just musing: playing through a situation in an RPG can be a way to help process and handle things like that. If that's not something you're interested, that game might not be for you. That's ok too. A game doesn't have to be for everyone. They possibly shouldn't.
 
Maybe, I don't know.
Good point.
Basically burnout without reward is something I've spent so much time doing that I can't really see it.
Anyhow, I think it's a multi-player RPG, so there wouldn't be any opportunity for emotions.
Not without getting thrown out of the group as a Threat to the Safe Space, anyway.
I suppose if you have friends to play it with, that would probably be different. I don't have friends and the ones I do have are on other continents and therefore other time zones so playing games together isn't an option.
You can't go having emotions in front of strangers.
 
That's a very... strange view to take on that from what I'm familiar with. Expression of emotions with any amount of depth or meaning greatly benefits from, and might require, a safe space to do it in.
 
@A.B. certainly you can :P
I have emotions in random SE chats from time to time
It obviously depends on how accepting they are to that and how comfortable you feel, but that is kinda the idea in many support groups, for example. They are not close friends, usually, but the space is safe and in fact destined to that
 
@Someone_Evil A lot of the indie TRPGs I've been reading lately are about exploring emotions in safe, cathartic ways.
 
But I think this is something heavily cultural and may change depending on your traditions, overall social environment and others
 
11:00 PM
And most of them aren't made to played with random strangers, they assume a certain level of intimacy among the players.
 
That's true.
It's just a pity that it has to be one or the other. Either a support group or talking about anything other than your problems.
...I'm doing it now, aren't I.
The problem is not groups, the problem is that I have no friends.
The game is not the problem, for anyone who isn't a lost cause.
 
That's one reason I'm so into safety tools and techniques; they help us go into uncomfortable places without unnecessary or unmitigated risk. The more we know there's structures for handling whatever we run into, and that we've set up hard boundaries where we need to beforehand, the freer we feel to do those intense, intimate explorations.
 
@HellSaint thank you
 
@A.B. A space being safe and a space containing your 'friends' (depending on what you assign to that term) aren't strictly linked. I've certainly had 'friends' with who did not create safe spaces around them.
 
I mean, you can't go on like that in front of a bunch of online strangers you picked up on a RPG site.
And you're unlikely to find people in an online support group who want to play games with you, or in any other group that isn't dedicated to being about that.
Although I dunno.
The one I've most recently joined is a freakin' autism forum. That ought to change the odds somewhat, surely.
Maybe I should put out a few feelers. Not that I'm sure I haven't lost the thread there.
 
11:07 PM
@A.B. I donno. If they've agreed to play that game with you and you've included good safety tools for that game, that seems reasonable. Also, many find it easier to open up to other's who they at worst will have to ghost on/or leave a website for. Cuts the risk somewhat
 
Well, it just upsets me so much when I get banned from a site.
 
@Someone_Evil I'm super into normalizing safety techniques in TRPGs in all contexts, but I'm keenly aware that the same tools don't work for everybody so there's only so far we can go by embedding them in the games themselves. Still, I'm very appreciative of the fact that one of the currently vogue games, Blades in the Dark, has a safety tool mechanic built into the system itself and meshed with the game economy so you might not even notice it.
 
By the way, what was the name of that houserule where you can shout "pause", "fast-forward" or "rewind"? Script Check? Was that it?
 
@A.B. That might be the Script Change RPG toolbox
 
Blades in the Dark is in fashion? Learn something every day.
Script Change, right. Thanks.
 
11:10 PM
Not a "house rule", just a layer of group safety management.
 
House rule might be safer.
 
(i think it's less "shouting" though)
I mean. It isn't a house rule.
 
@BESW I should definitely familiarise myself with that then. I mean, I should probably familiarise myself with too many things to count
 
@Someone_Evil It's super not a game I want to play but I'm eagerly watching the "Forged in the Dark" drifts people are making out of its engine, to find something a bit less gleefully grim.
 
The very reason it looks promising to me is that it doesn't scream something that has to be called "safety tool", you could imagine there being other more straightforwardly game-related benefits to it. Which means it could be suggested to normal people.
 
11:13 PM
And it's kinda-sorta-definitely-not-really a PbtA drift, itself.
 
I mean. Not that you lot aren't normal.
 
I'm not sure what to say to that. It is a safety tool. It describes itself as "a multi-function content, consent, and safety toolbox". It's perfectly reasonable to suggest that with normal people, and advocate its benefits.
 
But you know. It could be suggested to people who you aren't 100.000% sure there is nothing that would make them call you a bleeding-heart millenial snowflake.
 
If they want to call me that, that'd be great! It'd be a signal it's time for me to leave and find another group.
4
Better them be so up-front about it so I don't waste more time with them than I need.
 
11:16 PM
 
Theoretically. But have you any idea how cringeworthy talking about the "safety" of people sitting down having a conversation sounds to most people who aren't really deep in that sort of movement?
Also, it would probably terrify most of the auties I know.
 
I mean, I'd consider "people who are vehemently against the concepts of safety and consent" to be its own movement within RPGs, and that's a movement I'd like to not spend time around.
 
@doppelgreener That isn't limited to RPGs either in my case
 
oh for sure
 
groans Not "people who are against the concepts of safety and consent", people who are against... well, there you are, just calling it "safety and consent" makes it suond like you're putting freaking someone out in an RPG on a level with sexual assault.
 
11:19 PM
Well, that's who they tend to be
 
Every RPGer I've ever actually sat down with and talked to about safety tools, has some horror story locked away in their brain about a time that things got way out of control at the table. Maybe they normalized it to themselves as "roleplaying" but they're probably familiar with things like "my guy syndrome" and it's pretty easy for them to go "oh, I would have liked that game better if we'd had tools to deal with that."
 
Have you any idea what this kind of language SOUNDS like to people who aren't used to the jargon?
 
More accessible language can be useful, but the concept of boundaries shouldn't really be foreign to most players
 
Your view seems to be: almost everyone reacts poorly to this stuff, except a small group who's down with it.
Mine is: most folks are ostensibly fine with this stuff being talked about and used, except a small group of super conservative folks who are the kind to throw around the word "snowflake".
 
I've introduced safety tools to dozens of random strangers at anime conventions with no pushback at all.
 
11:21 PM
Well, having thought about it, maybe I could find some way of describing a pure "safety tool" without using the word "safety" or any other alien expressions, I don't know. But having one that has other obvious uses would certainly make it less daunting.
And mind you, when I think about it, the ones who... well, the ones who people who aren't them would describe as the most bleeding-heart types, for want of a better word... are the ones I've most often been monstered by in online groups.
 
That's part of the point of safety tools. To keep you - or your feelings, or your game - safe from those sort of influences and behaviors.
 
The ones who treat any kind of oddity or anyone showing signs of being upset by anything as "Ooh, wonderful, a Toxic Politically Incorrect Person, let's banish them in the name of the Safe Space and then pat each other on the back!"
 
This isn't a good place for venting or ranting about that
 
Not you.
 
It's clear you've got some baggage, but this isn't the place to unload it.
 
11:26 PM
Ah, well if the concern is that safety tools could be misused... I think the idea is that the group makes a mutual decision about the tools and how they can be used.
 
Believe me, if you'd seen you'd know what I mean. :rolls eyes: Ah well, I suspect the girl in question is, in fact, only a kid.
I wish I knew where WAS the place to unload it.
Nah, I was more saying that the places I've had the WORST time are the places where I wouldn't expect anyone would dare to object to anything called anything as right-on as "safety tools".
So embarrassing right-on-ness should be no problem there.
 
@MikeQ Yeah, tools are no more good than the intent and skill of the wielder and that's true of hammers as much as the X-card. And like hammers, not every safety tool is the right solution to every problem.
That's why I'm so interested in the recent push toward integrating safety tools into systems, because I think it can really help with broad acceptance of the practice... but it's also rife with the pitfalls of one-size-fits-all attitudes.
And of course, some safety tools are just... poorly designed. I personally would feel better at a table that uses no safety tools, than a table which uses the support flower, if those were my only options.
 
True, I suppose even a good safety tool could be abused. Although if a tool dictates that any inter-player conflict should result in player banishment, then that's a terrible safety tool.
 
Yeah, safety tool design needs to go through the Giant Robot of Offense principles as much or more than game design does.
And there's a lot of digital ink spilled on the phenomenon of a group choosing a safety tool and setting it up but then never using it.
 
I don't remember if I've used script change per se yet, but in the playtests I've run with June, I think we've been using things like it. We have had success with requests to pause or slow down so folks can catch up or clarify things, or requests to skip to past a scene that was dragging on.
And, probably specifically because of the folks we've played with, we've handled backing up and starting from previous points.
 
11:38 PM
I basically used Script Change's "pause" button as the model for Goblin Court's safety tool, and gave examples of the other Script Change buttons as things you could ask the Guardian Spirit for.
 
@doppelgreener this doesn't look necessarily a safety tool, this may be just a "I am bored can we skip it" tool, or "I didn't understand something can we go back" tool. Or am I missing something?
Surely it can be used to skip scenes you are uncomfortable, but seems way broader than that?
 
@HellSaint Script change is multifacted and handles simply managing content of a session as well. That part fits in there.
 
I'm thinking Script Change could do well for people on the autistic spectrum - certainly ones that are anything like me with playing games - because apart from anything else it has ample equipment for "hang on I'm confused where is everyone standing again?".
 
Yes, totally ^
 
@HellSaint Absolutely it extends beyond the most dramatic examples of "safety," the tool does a lot more stuff. But normalizing the group's control over the narrative IS part of good safety practices because it makes it easier for people to ask for changes when they REALLY need it.
 
11:40 PM
@HellSaint Have you ever seen a situation where a player is out-of-game confused about a situation, but the DM/other players start pressuring them with stuff like "You only have 6 seconds to decide" or "Your character doesn't have time to ask for clarification", and then the player is mysteriously unhappy for the rest of the scene
 
I mean, pausing so you can clarify where things are at is an excellent use
2
 
@MikeQ Very much this.
 
@HellSaint Yeah, that's why I like it. It's good for multiple things, so you can introduce it without feeling you're suggesting that people are a threat to each others' mental health.
Hah, those times. It's all very well saying "your character hasn't a clue either", but there are times when you don't even understand things that would be obvious to your character.
 
@MikeQ And, yes. Essentially, exprsessing control over pacing is a part of a player expressing agency in consenting to what they want to do. I need to pause, and declining and leaving me behind or out of the loop would be actively making this an unpleasant experience for me.
 
In my very first game as a player rather than a GM, the GM's in-character voice made it almost impossible for me to understand critical information they were communicating.
At the time I had no way of saying so without feeling like I was "disrupting the game" despite the fact that it was MORE disruptive for me to be so clueless.
 
11:43 PM
@MikeQ Actually, no, because I am usually the DM and if a player tries to push another player I will tell them to shut the f* up.
hahaha
 
Hah, now that's a very specific problem, but no less in the way!
> Although if a tool dictates that any inter-player conflict should result in player banishment, then that's a terrible safety tool.
 
But I see where you are coming from
 
You just described EXACTLY what went to hell in an RP forum I was in!
 
(I am also used to teaching so I do understand the need to pause and explain more carefully and calmly to someone :P)
 
It wasn't a safety tool, it was the moderator in the OOC channel. She was pouncing on anyone that said anything that she thought "might make people uncomfortable", without waiting to see if anyone was. Getting upset about this, also, counted as "making her uncomfortable", and would be met with a righteous telling-off in public from her two friends who were also moderators. There needs to be some room for manoeuvre.
Like I say, I suspect she's only a kid and one of her pals definitely is. It's as well to remember that when an anonymous Internet person gives you the you-are-a-terrible-person speech from a great height.
 
11:48 PM
@BESW Aw, I never thought about that side. I have had situations where the player asked me to speak again - normally - so they could understand, but maybe a player felt ashamed or shy to actively speak that and kept going without understanding anything :(
 
@HellSaint Exactly :-)
 
Now you made me feel bad! haha
 
Yeah, the one time I asked for clarification at that table, the GM took is as an in-character statement and that... didn't go well.
 
That's one way these gadgets definitely are useful. It makes it clear that the GM is prepared for people stopping the game to say that something is bugging them and it's OK.
 
(I don't have any diagnosed hearing issues but certain kinds of ambient noise, even at very low decibels, totally wipes out my ability to process speech. I can hear it but it doesn't resolve into meaning.)
 
11:51 PM
That "Luxton" article is fascinating. I never thought about that.
 
@BESW I get you, I have a similar "problem" - reason I have to try very hard to understand lyrics in music
 
@BESW Ouch. I don't know how common this is, but not having a way to say "Please step out of the magic circle and explain what's going on" is a huge rage trigger for me.
 
@MarkWells I've encountered it a handful of times myself, and heard even worse stories from friends.
 

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