• 47 Posts
  • 145 Comments
Joined 1 year ago
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Cake day: July 7th, 2023

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  • Yet your argument still ignores all nuance. (…)

    There are no nuances needed to be acknowledged in this specific distinction. People playing in good faith, WILL try to overcome any obstacles according to their experience, skills and maturity. People who don’t, will invent problems and actively search for them rather than focus on solutions. Neither needs Session #0.

    good group doesn’t need session zero and bad group isn’t helped by it

    It’s absolutely wrong take on the dillema. GOOD group doesn’t have to play in good faith - they are good players, experienced veterans, that know the art of role playing well. But they don’t have to put all their skills into good outcome. They may, for many reasons try to undermine the experience, break the game, test the ruleset for weaknesses, focus on one singe aspect of the game (for example, on combat) rather than on the whole adventure. And the other way around - bad gamers, clueless and inexperienced might still try to save their game, make the best of it.

    As you can see, what you’re discussing is wildly different to what I’ve been talking about.

    Now you’re just doing some pedantic backpedaling, as though it changes the fact that your argument hinges on a false binary.

    From where I sit - it’s you who didn’t think through your position and when asked about details became passively-aggressive. Usually a strong hint that you feel you’re/were wrong.

    And it’s ironic that you simultaneously accuse me of lacking nuances and simultaneously of being “too nuanced”. 😬





  • Try these tricks (providing they are applicable!):

    • Lower down the number of enemies under your control, but make them stronger. This way, you won’t have to deal with so many pawns.
    • Don’t force your NPCs to fight to death. Assume that once, say 25% of your pawns are wiped out, their leader halts the fight and asks to parlay, or that if 75% of them/their leader go to the ground, the rest escapes.
    • Tucker’s Kobolds.
    • If a combat action leads to multiple dice rolls one after another, roll all of the dice at once - this speeds up the game.
    • Use combat managers/helpers - Excel file, dedicated software, whatever helps you in math, use it.
    • If the combat becomes too overwhelming, introduce some unsuspected elements. Sudden earthquake, volcano eruption, castle falling down, incoming of a truly powerful enemy, etc. Have some good in-game explanation for such an event!













  • Hmmmmm, there’s definitely a merit in the idea, but I was more about dopamine excretion itself - from what I gather, the actual content should be playing the most important role in it, to the point that a, hmmmm, highly evocative scene would influence the brain no matter if seen in vivd colors or greyscale.

    I need to do some research on the topic, to make up my mind. 😉