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Cake day: July 20th, 2023

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  • Funnily enough The Witcher 3 is one of the games I always think of for the trope of not following the plot. Often I think of the ludonarrative dissonance specifically between Gestalt’s paternal drive to find and protect Ciri Vs Gwent.

    For large scale, AAA open world games, I mostly think of Breath of the Wild, which transparently sets itself up as being about taking as long as you need to get strong enough to save the world and Red Dead Redemption 2, which doesn’t care about the stakes of the world.

    I sometimes can’t wrap my head around the fact that Witcher 3, BotW and RDR2 were each two years apart. I don’t feel any open world game has occupied the cultural space those games did since.




  • Khrux@ttrpg.networktoRPGMemes @ttrpg.network500 Hours in MS Paint
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    2 months ago

    Also the toxicity that is implied to exist by this post is pretty rare really. Even back when I was using Reddit, toxicity generally sank to the bottom of comment sections, and even more so here. When I got into D&D close to the beginning of 5e, some online voices on YouTube for example carried this toxicity but nowadays, most voices are far newer and friendly.

    In general, most people are more interested in what happens at their table instead of all tables, and the rules are just guidelines to aid that.



  • There’s a book called Tabletop Role-playing Therapy: A Guide for the Clinician Game Master by Dr Megan A. Connel that’s a really standout resource about this, she appeared on the official D&D podcast a year or so ago talking about it.

    I’d say that this is more a resource for therapists to use TTRPGs than it is for DMs to act as therapists for their players. There’s a fine line between accommodating your players’ preferences and needs and providing unwanted therapy; if you want to actually put any therapy techniques into your game, ask your players approval first.










  • Season 1 is also great because it did a great job having the kids be basically doing ET, the teens doing a camp horror and the parents doing a cold war conspiracy thriller.

    Every season since of course needs to alter the group compositions, so we rarely get this again, although the elements are still there, they’re now shaken up enough that the show is often more focused on riffing on its own formula then emulating the media that inspired it. And that’s fine, it should probably be a good thing that it’s not in the shadow of it’s inspirations, but man do I miss that specific vibe.




  • It’s a shame that knowing average monster hitpoints is generally metagaming and there is no ranger option or similar to show you this.

    It would be cool to follow a fireball. If you know the enemy you’re fighting has about 32 hitpoints for example, such as the thug, and a band of them got hit by a fireball for 30 damage, sleep is a perfect spell. But getting this combo off in game always feels a little metagamey in a way that just makes it ineffective.


  • I’d say the Rage beyond Death feature of the zealot is pretty major to how they’re played. A level 14 barb may have 150 hitpoints or more, plus their resistances, but people play the zealot in high level games for this feature.

    The idea of getting to fight to 0 hitpoints, then keep fighting until you die and then still not relenting until the fight ends is rad. Hell I’d say that their level 3 and level 6 features, while cool, were designed after their level 14 feature and designed to let you get as much out of that final feature as possible.