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Cake day: July 3rd, 2023

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  • So as a senior, you could abstain. But then your junior colleagues will eventually code circles around you, because they’re wearing bazooka-powered jetpacks and you’re still riding around on a fixie bike

    Lol this works in a way the author probably didn’t intend. They are wearing extremely dangerous tools that were never really a great idea. They’ll code some circles, set their legs on fire, and crash into a wall.







  • People do not all have the same working definition of “politics”. Many people seem to use it to mean “overt content about contemporary issues”, but that’s not really a good definition.

    If your game has sentient creatures with agency and desires, it has politics.

    For example, if your game has a king, there’s politics. Having the people accept monarchy is a political statement. It’s not as hot-button as, say, having slavery, but it’s still political.

    You might not be surprised if your players react to a world with chattel slavery by trying to free the slaves and end that institution. The same mechanism may lead them to want to end absolute monarchy. They see something in the setting they perceive as unjust, and want to change it.

    A lot of people are kind of… uncritical, about many things. They don’t see absolute monarchy as “political” because it’s a familiar story trope. They are happy to accept this uncritically so they can get to the fun part where you get a quest to slay the dragon. (Note that the target of killing the dragon rather than, say, negotiating or rehoming it is also political)

    People then get frustrated because they feel stupid, and they’re being blocked from pursuing the content they want. They just want to, for example, do a tactical mini game about fighting a big monster that spits fire. They don’t want to talk about the merits of absolute monarchy or slaying sentient creatures.

    It’s okay to not always want to engage in the political dimension. That doesn’t mean it’s not there. If someone responds to the king giving you a quest with “wait, this is an absolute monarchy where the first born son becomes king? That’s fucked up” they’re not “making it political”. It already was political.

    If you present a man and a woman as monogamously married in your game, that’s political. That’s a statement. If you show a big queer polycule, that’s also a statement. The latter will ping the aforementioned uncritical players as “political”, because it’s more atypical, but both are “political”.

    Some of this can be handled in session 0. But sometimes you learn that some people in the group have different tastes and probably shouldn’t play together.




  • The worst is when people don’t know how the system works, and then won’t listen to answers

    Like I was at a job and product was going on about “our system has no concept of project owner. We have all these projects but there’s nothing unifying them under a single owner. We need to build this!”

    I was like “… what? That’s just not true. There’s a “company” object that does that. It’s got a foreign key with project in the database. I guess it’s a weird name but it’s there”

    It took several back and forths over multiple meetings. They eventually got on the same page and I saved us doing a whole useless project, but they did insist I rename it to “account” in the database and code. I would’ve rather left it because that could’ve been dicey, but alas. (The rename did go out fine, but I had to go looking for every reference.)




  • Yes! I usually take any opportunity to gush about Fate but I restrained myself here

    The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren’t engaging with it.


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUmmm
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    5 months ago

    On player training, I like systems where you can bribe players to let bad things happen.

    Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

    Tastes vary, but I found it made a more interesting and snappier game.