OUT NOW, the starfaring hack of Blades In The Dark: SCUM & VILLAINY. Take the leap into hyperspace and see if you can escape the iron fist (and blazing laser bolts) of the Galactic Hegemony!
Details here: https://plus.google.com/u/0/+SeanNittner/posts/XDTbdBMAoFp
The Garden of Cosmic Speculation is a 30 acre (12 hectare) sculpture garden created by landscape architect and theorist Charles Jencks at his home, Portrack House, near Dumfries in South West Scotland. Like much of Jencks' work, the garden is inspired by modern cosmology.
== History ==
=== Features ===
The garden is inspired by science and mathematics, with sculptures and landscaping on these themes, such as Black Holes and Fractals. The garden is not abundant with plants, but sets mathematical formulae and scientific phenomena in a setting which elegantly combines natural features and artificial...
@ACuriousMind If you're not part of the solution, you're part of the precipitate.
The doggos are ready to roll some dice and clear out those stinky rats! They each have their own unique way of dealing with the situation. Magnus, our wonderful DM, is also enjoying himself in his own way.
@NathanTuggy Thanks. Good spot, and it helps the "paper trail" to have a flag kicking it off. (Though, hopefully, that'll also be the end of any paper trail.)
So... embarassing chain of searchs ends at a question that talks about whether constructs are unconscious when taken to 0HP. Then I notice that querent has already laid out the circumstances when constructs might be susceptible to the sleep spell. Then I notice that the querent is me.
When making a melee attack against a creature that reduces it to 0 HP the attacker can declare the attack incapacitating rather than lethal: "the attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable." (PHB p.198, "Knocking a Creature Out")
D...
Right. Looking back, I still can't accept LFC's answer because he uses Animated Armor's Constructed Nature block as a stand-in for all constructs, when that's not (quite) valid.
Right. What ended up happening at the table: PCs were fighting a known construct. Player said "I'm going to take a gamble" and cast sleep. I looked at statblock which says it doesn't require sleep. Said "hmm." Grabbed my PHB, flipped quickly to sleep, grabbed my MM, flipped to Introduction, and two canny DMs at the table said "he's trying to figure out whether it can be put to sleep." Then I got back to the statblock, no condition immunity to charm, and there it is: asleep.
@ACuriousMind Constructed nature means they don't require sleep. Not whether they're capable of it. Sleep says it can't target undead or those immune to charmed condition. Most constructs have "charmed" as a condition immunity, but that's specific to each statblock, not part of "constructed nature."
@nitsua60 Eh. Sometimes I think I don't get D&D rules discussion: Just decide whether or not in your world, constructs are capable of sleep - if they aren't, there is no effect, if they are, that an interesting part of lore people just learned.
@ACuriousMind I'm running a published adventure and for $reasons try to hew as close to the rules as I can without ever spending more than fifteen seconds pondering.
I'm not going to waste minutes of table-time dithering over this, but I will do two quick lookups just to sanity-check myself on a really sharp edge-case.
It's an organized play format in which we GM for, possibly, complete strangers who drop in and out on a weekly basis. As such there's an ethos of hewing as closely to RAW as practicable, so that players' experience (of what the rules actually are) table-to-table doesn't vary so widely as to be completely disjointed.
That said, no AL site coordinator would ever balk at a GM making the ruling I mention above one way or another and just moving on. I'll say as a coordinator that I'd certainly advise my GMs to pick one, jot it down, and move on.
@ACuriousMind It's... a thing.
It certainly lacks a lot of what a "traditional" group or campaign has, but it's definitely serving a purpose, I believe.
For me, for instance, I spent seven years in my current town trying to get a handful of players together for a regular game. Could never quite get it to catch. Then I started playing in and running AL games. It meant I could get a person from town to come down and give it a try, perhaps get them hooked. I could meet people down there and find that a couple live closer to me than they do to the FLGS. Soon I'v egot a core I can have play in town, and that attracts people to try it.
I wanted to do a semester abroad in Heidelberg, but my German professor told me I'd die if I tried to get along auf Deutsch. Or maybe she said I'd be red. I don't know, I wasn't very gut.
@nitsua60 Ah, my experience is that it is impossible for foreign students to improve their German here - as soon as we realize you're foreign, we'll all speak English to impress you ;)
@Shalvenay Yeah, the difference between my rural and your region's rural is that I have to drive half an hour to get to a grocery store, but an hour farther and I can see the NYC skyline.
@nitsua60 -- chatizen question: who'd make the best example-grognard out of the chatizenry? looking for someone grognardian to be a guinea pig for me sometime :)
@nitsua60 Just today I coded an example to protect against that, yes :D
It's a very welcome change from the "read these papers and figure out if they have anything to do at all with what we think is cool" routine I had before
Looking for one old-school-experienced D&D player (i.e. B/X or similar and/or AD&D/2e experience, in addition to experience with or the willingness to learn 5e) to serve as a test subject for a setting element in a short-form, online D&D game.
2
^^ @nitsua60 -- is that good for a pin?
@nitsua60 or just be one Mr. Michael O'Leary :P
btw @nitsua60 @KorvinStarmast is trying to get a hold of you re: ToA
@ACuriousMind -- yeah, I've been slowly converting one of the code bases I work on at $work from format-string-SQL-building to prepared statements (albeit not completely, there are some flies in the ointment due to named parameters not going everywhere you'd want them to)
the weirdest moment I've ever had on that was sitting at a sandwich shop, eating lunch, while still wearing the hard hat and hi vis vest from the morning's field trip
Could I make a silly question? In the RPG.SE tags I found D&D... What is that? I researched a little in google and I am not sure if it's a board game, a pc game, or actually a series of books... do you know about it?
@EnderLook OK, history lesson time. Dungeons & Dragons started off life as basically a small-scale evolution of larger-scale tabletop wargames (Chainmail is often named here, but there are many others as well), where instead of focusing on units of soldiers and stuff, the focus was on individual heroes/adventurers
it gained a life of its own as part of the gaming-convention scene, becoming one of the first games to be called a "tabletop" or "pen-and-paper" role-playing game
as a result of it, the rules were written down and codified as a set of books, first more loosely in a few places, and then by a publisher called TSR as something called Advanced Dungeons & Dragons, or AD&D for short. then things really took off with the idea, and other systems for other purposes (different genres, etc) were developed as well -- this is where games like the original Shadowrun, Traveller, and GURPS spring from
going back to D&D -- while it has inspired all of the things you list (I'm sure), it's really its own kind of beast, distinct from any of them
while board games are closed-ended creatures, where you can't do anything that's not explicitly laid out in the rules, tabletop roleplaying games are largely open-ended
from a gameplay standpoint, one can basically attempt most anything in a tabletop RPG, even if there's not a direct rule for it, and the GM/DM (the person running the game) is expected to figure out what to do with the action
the rules still constrain you in some ways, and also constrain the GM/DM in some ways as well
but a tabletop RPG generally supports the full diversity of human interaction
computer game spinoffs of (subsets of) D&D also exist (most notably Baldur's Gate and the Neverwinter Nights series of games as well as some follow-ons)
but because they're computer games, they have limitations on power and expressiveness that aren't present in the edition of D&D they're based off of
(some spells in D&D simply can't be adjudicated by a computer game engine, for instance)
there are also novels set in the various campaign universes that were published as part of D&D adventures
most notably the books of R.A.Salvatore (if you ever hear of a book-character named Drizzt Do'Urden, that's where he hails from)
@EnderLook -- does that answer your questions, or is there anything you're still unclear about?
So d&d isn't one story. It's a set of rules and a medieval age with things its own monsters, races, class, heroe, spells and magical system, where persons (normal people, writers, game developers, movies producers) use to make their own histories his with a common pattern?
Let's put it this way: Tabletop role-playing games (the subject of rpg.se) are when friends get together and use shared rule structures to improvise stories together. D&D is the first and most famous of the families of rule structures.
@EnderLook indeed, or other folks' campaigns for that matter. third parties generally are free to publish campaign settings and materials of that nature for existing tabletop RP systems, D&D included
you can view a TTRPG as part "game construction kit", part "story construction kit", and part "world construction kit"
D&D is a ruleset that has pre-constructed scenarios and a world, while also being just a ruleset that can be adapted to other worlds. Or at least that's how I've always seen it.
Basically, you have D&D System and D&D World. D&D World uses the System, but the System is not always used with the World.
@SoraTamashii yeah, I'd say that's not quite general enough in that it doesn't take into account the tailoring done by game masters to the base rules to fit specific situations
@EnderLook you first have to start with the question of "which edition?" in general, unless there's some reason not to, I'd start with the current edition of D&D (i.e. Fifth Edition)
D&D is like, oh, Final Fantasy or the Mario Bros games: old, lots of variation, still new versions being published, lots of people like older versions better... and then there's all the other video games out there which are completely different but still count as video games.
so yeah, the Basic Rules BESW linked are enough to get a decent understanding of the system's base features, and can be combined with some additional material from something called the 5e System Reference Document in order to have a complete enough set of options to get someone a good start in the system.
Personally, I don't think D&D is the best entry point to the world of TTRPGs, but a lot of people including myself encounter it first because it's the most well-known.
@BESW hrm, where would you introduce someone at? I'm really not sure if throwing someone into a mechanized-story game first would throw them for a loop if they then move on to more traditional stuff, or if the learning curve is steeper the other way around
or would you start them in something very lightweight like RFS?
I think this hour-long video is a good "quick" demonstration of a full session of a TTRPG game, which gives a good sense of what the medium's capable of and showcases a system that's designed for easy entry and escalation of complexity if desired.
I think Roll For Shoes is a bit... open-ended? For most cases I'd consider it a "throw 'em in the deep end" game because it doesn't give any advice or guidance.
Well, in my country it's 2:02 AM, I shall go to bed or otherwise I will wake up later (and that would angry my father...). Bye and good luck for everyone. Tomorrow I will have to do some research. :)
@BESW ah. because I do have a basically-brand-new player under my wing if you will, and while I was able to get them what seems to be a healthy introduction to the conventional side via a good short-form D&D 5e adventure, I'm not sure how I should approach expanding their horizons. (they do seem to be at least somewhat familiar with baseline fantasy genre stuff, at least.)
In one, it was a single person and I judged from knowing them that they'd like to see the different tools of gaming: zooming detail, narrative control options, montage, play-to-discover, etc. RFS was a great way to showcase those in a short period of time because I could decide all on my own when and how to invoke them.
In the other, it was a massive game and half the people were new to TTRPGs while half of them were mostly of the "4e is too different from 3.5 so I play Pathfinder" mindset.
There, part of my goal was to shake existing players out of their D&Disms before we played a game of Cthulhu Dark.
And a bunch of new-to-RPG onlookers wanted to join in.
So RFS was ideal for a large crowd of people unfamiliar with how things worked, because the rules were ridiculously simple and if people got silly or rowdy the rules were there or not as I needed them.
And it gave me room to leverage my charisma and social engineering to control the crowd.
If your target is intimidated by entry costs, RFS has an obvious advantage; the "here's the rules on an index card" aspect was one of the reasons so many new people wanted to join the game.
But in both cases I was right there and controlling the game using GM fiat and social engineering, drawing on the techniques taught me by other games to give RFS structure and coherency.
In terms of expanding baselines... Roll For Shoes is a good thing to have in a line-up, but not great on its own. Lady Blackbird, Great Ork Gods, Danger Patrol, pick a World of Adventure for Fate that matches your target's media preferences...
Though some of those aren't great as twosies. Hrm.
Great Ork God as twosies doesn't really work.
That puts a bit of a limit on things. Cthulhu Confidential, though.
@BESW well, I have one other new-ish player I could work in. I have my doubts about Great Ork Gods given what I know about the players in question. Fate is something I'd like to run, but I'd probably be doing my own worldbuilding, and probably would want to run a few Fate games with vets of the system before unleashing it on a newb
Lady Blackbird I'm still on the fence about (having not touched it myself)
@SoraTamashii heheheh. I've played all the editions of D&D save for straight-up 3e and 4e although I have on-background knowledge of the former and tried the latter
DMed 3.5e and 5e
also played DW, Fate, a bit of classic Traveller, and a couple other systems that just aren't coming to me right now
I also adapt the mechanics and do reskins depending on what people are interested in. Right now, I'm making my first actual (Type-Moon) homebrew with "original" material, not that it's actually original. lol
@BESW -- I have the Fate Core book btw -- perhaps I should see about getting a couple of the Fate vets on this chat to help me learn how to run the system?
(keep in mind that as is the norm for me, I'd be developing my own world vs. using a premade world/adventure/campaign)
@SoraTamashii LMK btw if you ever want to be on the other side of the curtain :)
Considering that the best implementation of D&D's ability mechanic involved making exactly which stats you use less important... I'm not sure the six-ability spread is working even for D&D. But Tradition.
Well, I actually still use a 6 Ability Spread, but by including Luck, to fit the Type-Moon system theme, and combining Intelligence and Wisdom into Mentality to justify mana gain instead of relying only on a spell slot system. (Make some spells need slots, others mana, and others both.)
I'm thinking of D&D 4e and 13th Age, in which major stat modifier roles (like Fort/Ref/Will and attack/damage) are presented as choices. In 4e, your Fort uses the better of your Str or Con mods, your Ref uses the better of your Dex or Int, and your Will the better of your Cha or Wis.
13th Age has Armor Class, Physical Defense, and Mental Defense. AC uses the middle modifier between your Con, Dex, and Wis; PD uses the middle modifier between Con, Str, and Dex; MD uses the middle between Int, Wis, and Cha.
This significantly lowers the pressure to choose the "right" abilities, and it represents a wider spread of "ways of doing things" in your characters.
If a game design is married to a D&D-inherited ability/modifier system, I think that's a good philosophy to bring to the design.
@SoraTamashii Tbh, I think using a d20-based system for Type-Moon is a mistake - TM characters are very consistent in their abilities, so the swinginess of d20 is going to create very weird moments.
Saber blocks hundreds of unblockable hits from Lancer - he doesn't get a 20 and get one through.
One of my recent answers got a comment stating a minor rules correction the commenter didn't present a source for. I didn't find such a source either so I asked the commented to provide one the day before yesterday. Should I just flag the comment as obsolete or what?
@Miniman rpg.stackexchange.com/a/112773/11660 Comment by Greenstone Walker: "Correction: You cannot Ready an Attack Action, only a single attack. The Attack Action can only ever be taken on your turn."
I think I've heard that claim before so I checked the PHB but found nothing of the sorts (even before editing the bit about Readying an Attack action in).
@kviiri I can imagine some oddball scenarios, where you suspect your opponent has an action readied that triggers on your movement, so you end up trying to trigger off of their readied action starting, so you can attack them before they attack you or something like that.
While still being able to get within range, or something like that.
ah, well...first off, I have a campaign idea (centered around disaster-recovery and logistics with some survival aspects mixed in) that I'm still wondering what system to use with it
Apocalypse World 2e has guidelines for determining how NPC populations and individuals react to various scarcities, you might want to take a look at those at least. I'm not sure if AW is otherwise an excellent fit for a game where the focus is more on the logistics than on evil people of the post-disaster hellscape.
also, before we launch into any D&D experiences @SoraTamashii, two questions: do you have any serious subgenre preferences within the overall umbrella of fantasy, and are you at all an arachnophobe?
Well, I'm all ready to leave. I just thought I'd give y'all a head's up. I'm sticking around to answer some questions first. lol
@Miniman In all fairness, I agree a d20 system at first sounds tough to reconcile with Type Moon content, but the system I set in place, for the most part, allows servants relative consistency in their attacks and skills. As for your lancer point, let me quote the FSNUBW abridged series for a moment.
@Miniman Lancer: "My attack that will always pierce the heart was disrupted by a metaphysical roll on a d20." While this isn't a canon line from the original series (please support the official release), it does adequately summarize the fact that even the most unavoidable blows in the Type-Moon universe can be overcome thanks to Skill and Luck.
@EnderLook To expand a little, the "editions" of D&D really are different games. An analogy might be to say that if D&D is "games played on a board that has a grid marked and two colors of markers" then the editions could be go/baduk, othello, checkers, nine men's morris, &c. The "version" you're seeing noted is indicating which revision of a text is offered: perhaps some errata were incorporated, or some typos corrected. (And here the analogy breaks down.)
I've been out of the loop for a while, and I used to play AD&D 2nd ed, but today I find there are a lot of different versions that have fairly different gameplay.
Can anyone summarize the really big differences, the ones (maybe top three?) that are the 'killer features' of the different edition...
I really do think it should be mentioned that, in order to play OD&D, you need the Chainmail and Outdoor Survival games' rulebooks. Simply getting your hands on the booklets isn't enough to play, because they are incomplete, and read like a combination of secret code and insane ranting. — JAMalcolmsonJul 29 '16 at 16:49
"a combination of secret code and insane ranting" is probably a good description of most editions =)
Good. Except I can't seem to get warm. Three days, now, and I've been chilly the whole time. I'm not used to it--usually I'm the warm one and my wife's an icicle.