Actually, all the 1923 law did was change the "State Language" of Illinois (like the State Bird or State Flower) from "English" to "American." It was changed back to "English" in 1969, though some legislation passed between-times still references the "American" phrasing.
@eimyr It's got two purposes: it's a form of branding for morale, like having a mascot; it's also a good way to make a gesture toward a group you're trying to appeal to without actually making any changes in what you're doing.
I figured as much. You send a tweet from a person I have never heard about, with a painting attached. How would that make my question irrelevant? Can't you link your own tweet?
@eimyr I think people in this room typically try to avoid grandstanding themselves, while they'll be happy to share anything else that they find of interest.
True, but it's pretty clear that I'm not a 57-year-old author/illustrator and father living in New York state. Which tips the scales heavily against my being James Gurney.
Our game recommendation guidelines are four years old this month. It's worth taking some time to reflect and review as a community how well they are working.
What works well? What doesn't? Have they achieved the goals we set for them? Is there any way our guidelines could be improved, in express...
The guys were right, I gave up on the overprep mentality about Fate and I'll do a proper game creation session... but even then, is it wrong to still prepare some entities and locations by myself regardless?
@AlexMitan Bracketing the text with ** on each side emphasizes it which I think is what you are going for. For more info daringfireball.net/projects/markdown/syntax and also check the basics page there
@AlexMitan My group didn't work well with the model outlined in Core for session creation, but @BESW and others ensured me that that shouldn't be a problem. I'm creating things with their input but still on my own. We haven't been able to play yet, but I'm hoping it works. I think ultimately it'll come down to you group.
Hmm. I dont think I have enough details to make a question for the site... I am looking to do a space combat oriented game...or rather... space combat is a part of the game, and the games I know that support this expect players to break out minis on a map.
Which Star Trek? Wrath of Khan uses submarine warfare as its analogy, while TNG tends to use 19th-century naval concepts and some of the newer Star Treks go for aerial dogfighting.
"Bridge crew stuff" is a good bit of info, that's gonna narrow things down.
Do you want a system that gives pre-made mechanics customised to represent each kind of manoeuvre, or a system that gives a more general set of action mechanics that the players can use to narrate manoeuvres the devs might not even have thought of?