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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)KH
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523
Joined
2 yr. ago

  • As much as I don't disagree, I think the "Apple is closest to Nazism" comment touches on something different. Other massive American companies have awful practices but they don't care particularly how their way of making money looks. Apple wields a specific aesthetic power that generally dictates a hegemonic uniformity, that strays the line of being to their detriment at times. I don't think any other big tech company would care in the same way if not for their desire to copy Apple.

  • I'd love to see US bases go, but I'm not convinced a lack of trust in America would be the tipping point when they haven't behaved in a trustworthy way ever really. America would find some way to make any country that rejected a US military presence experience difficulty, be that via tariffs or vague threats about their military absence.

  • I don't mind it being deep, just don't fill it with your actions and deeds. A big part of fun for TTRPGs is 'play away from the table', which for the players is typically making art, backstory or builds for current or future characters. Most long backstories I read don't invalidate a level 1 character but mostly explore values, just as my real life story could be as deep as I choose to write it and I'd not even have the skills to be level 1.

    My suggestion is:

    • Get people together for a session 0. Only pitch the campaign and tone then, if not construct it collaboratively too.
    • Hand out pieces of paper or card face down, have each player take 1, and ensure there is one between each player. These cards say Love, ally, rival, or enemy.
    • Explain that players should make an NPC for their backstory that matches this word, and should make a shared NPC with the person next to them based on the card between them.
    • Now let them take another card of their choice. They can either make another NPC with this, or use it to make the relationship to one of their shared NPCs asymmetrical.
    • They can design their NPCs and backstory now or before session 1, up to them.

    Finally, explore what the players can choose to do to contribute between sessions to the game. If they don't do anything, that's fine, but they should have a way to meaningful contribute to something. Typically I encourage world building and cultural lore, such as unique foods and why that has a thematic resonance.

    This is hard to structure, I had a player who was a former forever DM, who played a knowledgeable librarian in a former monster hunter guild. I asked her to make some monster statblocks, as she'd know them inside and out in character.

    My advice to players:

    Make your backstory show that your character has done no huge deeds yet, and most importantly, have everything that matters in it revolve around NPCs. Not just is this the best drama, but NPCs can move, join factions, be redeemed, betray you, die and everything else.

    • That cost halfling village you design that perfectly exemplifies your character, but will never be seen in this urban campaign halfway across the continent? Make the most important part of it the mayor's daughter who happens to be your childhood friend.
    • The strange necklace that made you stronger but more angry when you wore it? The final time you saw it was when your brother stormed out of your co-owned business after a bitter argument.
    • The lord who helped you smuggle your liquor into the city? That's the same lord that wrongfully imprisoned the player character next to you.

    One of my favourite scenes from a campaign came when a player, after spending a session getting the chance to meet with a resistance leader, turned to the others and said "this is my ex-wife". That whole dynamic was interesting too, as both had come from a warrior culture and initially parted due to neither being the "strong warrior", now both trying to fight against that same faction a decade later.

    My all time favourite NPC was a talented tailor in an urban campaign, who owed one player character a favour and was generally fond of them all. Nothing like the party having a go to guy for fancy or silly outfit amendments.

  • It's interesting how Discord absolutely nukes its own trust by pretending to be more than it is. I loathe discord, to the point I'd use a competitor (not teams) just to evade it. I'm sick of finding a hobby group using it as a Frankenstein forum / chat / info hub when it's only built for chat.

    Discord is fine for this use, but I'm getting used to the distrusting it so often that it blends into reasonable use.

  • I chickened out of avoiding Google at the last minute because my primary bank is app only and I'd heard that it doesn't work on different OS's.

    That was months ago, and with the news, I'm beginning to look into ways to Jump ship, it's just happened to coincide with my jump to Linux setting up my first home server and work being busier, so I'm not really setting any time aside for it for a while.

  • Without arguing politics, the world is sliding very quickly towards facism and being on guard against it is incredibly important. I'm not buying a laptop and putting money in the pockets of someone who may then donate to or fund facism. None of that applies to a developer of a free open source software whose political ideal world is not rapidly approaching.

  • Also worth adding it sadly doesn't really exist anymore, the iconic look here is gone, although game mechanics still begin getting weird.

    Also although people have teleported to it, Minecraft is so big that I assumed nobody would ever reach it in survival. I'm not surprised it took 14 years.

  • Funnily enough, when I do ask an LLM to rephrase anything I write, it changes any sentence with a semicolon to one with an em dash. I've probably always overused the semicolon because of its availability on a keyboard, but it appears a lot in my normal work.

    Now I trust the semicolon, it's an identifier of me.

  • I'm in the UK too and the gradual shift to WhatsApp has been a relief considering it used to be WhatsApp, Snapchat, messenger, Instagram, iMessage and twitter about ten years ago, not that anyone did all of them.

    It's a shame it's meta but it's so nice that it's not a huge pile of useless features, just a few.

  • Blurry photos is fine to make an stylistic choice. The 2019 movie The Lighthouse stylistically looked like a 1920s film, before modern music intentionally used bitcrushing, it used vinyl cracks, boomer shooters made in this decade intentionally look like 1990s Doom clones.

    When a medium's shortcoming is patched by technology, it ultimately becomes an artifact of the era where it was accidental. Once a few years have passed, it becomes more synonymous with the era than the mistake.

    It's not necessarily nostalgia, Gen Alpha and the younger half of Gen Z never grew up without smartphones, so they don't miss the era of poor film photography. Although every generation does this simulation of forgotten mistakes, it's particularly poignant now, where the high quality, perfectly lit, professional feeling photos convey something artificial, i.e. smartphone software emulating camera hardware, faces tuned with filters or outright AI generated content. Even if it's false imperfection, the alternative is false perfection.

    Art using deliberate imperfections that were unavoidable in the past is romanticising something perceived as before commercialism, and that's admirable.

  • People disagree because it's still an abstraction of camo. Wearing it in the first place came from people fawning over militarism.

    I actually think it can work with a queer look in one of two ways, so you are likely fine: Either it's effectively teasing the pro authoritarian militarism camo types, or it's a radical anarchy armed rebel look, which without praxis is really just the former look again. Either way these are fine.

    Another reason maybe you've been downvoted is that people loathe the deep abstraction of modern, or rather postmoderm society. Camo was made for soldiers > Camo was worn by patriotic civilians simulating the soldier aesthetic > particularly under the Bush administration, it became less a symbol of soldiers, and more a symbol of patriots. Patriotism is nationalism.

    Today when most of us camo in the military cosplaying way, we think 'nationalist'. When we see a person in a little bit of camo, perhaps just some came shorts and a regular t-shirt, we think either 'nationalist', 'okay with nationalism' or 'ignorant of nationalism'.

    So when most people see someone in a blended queer and camo look, they probably assume one of three things: 'ignorant of nationalism', 'critical of nationalism in a rebellious manner' or 'pro nationalist queer'. Of course one of these is fine, but one is very bad.

  • I think there is a nebulous point where people collectively agree a game feels old. If I go back to the Witcher 3, it feels a little old graphically but otherwise it's fine.

    A friend of mine was once going to run a D&D game heavily inspired by dragon age, so I bought all the games in a sale. I couldn't get through the first one, many hours in I realised that the dated mechanics actually blocked my engagement entirely.

    Nostalgia also plays into this. I've replayed the assassins creed games before and I'm basically blind to the early jank because I played them when they were brand new, same with many wii games. But these games definitely feel old.

    Not every game starts feeling dated, early mario games were so well polished that the intended experience still shines through playing them now. Minecraft came out closer to Quake than to today and even with updates, it's pretty similar to when it was new.

    At some point I'd place near the early 2010's (although it didn't happen overnight) innovation in gaming, particularly AAA games stagnated. Most genres: 4X, Multiplayer FPS shooters, open world adventure, survival horrors, etc found a formula which has largely only been iterated on since. Different genres found this at different times, there isn't a huge noticeable difference between a 2009 Call of Duty lobby and a 2024 lobby. The Witcher series is a good example of this, the games are overhauled in almost every way in the 8 years since between their first and third installment, yet modern open world exploration games feel pretty similar to The Witcher 3.

    Games from before this decline of innovation were far more wild west in their development, and sometimes you play a game from then which was beloved and it feels incredibly dated. When I think of an old game, I think of one which feels older, rather than a strict timeframe.

  • Making it up as you go along isn't inherently bad. Nine times in ten I prefer a story which is planned out but basically any medium that's open to additional seasons, novels, sequels, etc is capable of falling into this category.

    It's only really a sin when the medium promises a long form mystery while doing this, hence the fact Lost is #1 here. Sherlock Holmes was written as episodic mystery and Arthur Conan Doyle clearly never planned future stories as he went and nobody minded. Togashi, the manga author for Hunter x Hunter stumbled into his most famous arc just because he'd made his metaphysic and societies up as he went and the stars aligned, leading to the Chimera Ant arc. The Simpsons rarely ever changes it's status quo between episodes, and therefore can be made up as it goes along, because it's going nowhere. Breaking Bad literally changed the ending of season one to not kill Jesse partly due to the writers strikes and subsequent shortening of the season, and Mike as a character exists because Bob Odenkirk was busy.

    Any medium that decieves the audience, promising a well reasoned, long form mystery without any planning of what that mystery is, is bad. Perhaps you'll strike gold and have an epiphany as to how to bring the plot together perfectly, but that'll just be luck. Ultimately this is an expression of consumerism; baiting the expectations of art and narrative to deceive the audience for nothing more than engagement, and therefore money.

  • DM Academy @lemmy.world

    What breaks if you let a monster have multiple actions?