• 26 Posts
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Cake day: June 12th, 2023

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  • SusagatoRPGMemes @ttrpg.networkUnprepared
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    6 hours ago

    I don’t really get how my comment is aggressive, since all I did was point out a type of problem GM. There’s a suspiciously defensive reply to it that tries to paint it as aggressive, but I disagree.

    Yes, you can make players pre-plan. You nudge them.

    The timer encourages speed by penalising a slow, methodical approach. You might avoid the penalty by pre-planning, or you might avoid it by taking a simpler action every time. Both make the game move faster, but one makes the game less fun, especially for players like me who enjoy a good shenanigan.

    Why does it matter how much time everyone takes? Outside of an argument that shouldn’t happen in the first place, why would you need to know? Remember that everyone’s moving at a different speed because there’s a timer, so you can only measure post-timer, not pre-.

    The GM tried to fix long turns by bringing in a timer. The first problem is the long turns, and the second problem is the timer. Pre-planning solves the problem of there being a timer.


  • SusagatoRPGMemes @ttrpg.networkUnprepared
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    1 day ago

    That is a long fucking comment to ask why someone ELSE cares so much.

    If literally everyone at the table wanted a timer in place, is it even necessary? Isn’t everyone already motivated? Or was it a majority vote and there’s a single person you’re not having a very necessary conversation with? Beyond that, who was the one to suggest the timer in the first place?

    You said they looked up fireball 6 times in a session. Maybe you were being hyperbolic, which would weaken your argument. If not, then they must use that spell a lot to need to look it up so much. And given it’s a simple spell, they must be double-checking the numbers, so they have something in mind for it.

    Your biggest benefit to a timer, and your biggest flaw with a nudge, were both about being responsible for the game running smoothly. You’re the GM. That’s your responsibility. It’s everyone’s, but the GM is afforded greater power by their position, and with great power…

    Yeah, that is a small detail. It’s very small. Insignificant, even.

    You said the timer fixed the problem. I corrected you, pointing out the timer only prompted the actual fix for the problem, and that’s not guaranteed for every table. You called me a snob. I don’t feel that upset about it.


  • It’s the same people picking up new technology and telling else to get on board or be left behind. People with a good understanding of technology and society point out the obvious flaws. Then everyone who jumped on the bandwagon starts calling everyone who didn’t jump with them a Luddite who is going to be left behind.

    Meanwhile, you have people stealing the work from artists without compensation. You have a rampant misuse of computing power to meet the needs of the new technology. You have features forced on people who want nothing to do with it. You have countless people using the technology to get a cheap cash-grab, then hopping on to do it again. You have people using the technology to commit legitimate crimes, using the slow speed of legal definitions to get away with it.

    This is nothing new. We’ve been here before. I’d like to move on.



  • If the curtain catches fire, then pandora’s box has already been opened and you might as well start spraying gasoline around the room. No point trying to fix problems when we can just accept that the room is on fire and start preparing to be fireproof.

    AI is a shitty attempt at a shitty thing. If it improves your work, then your work was REALLY bad. If it gets better, then it will be a GOOD attempt at a shitty thing. Your work is STILL really bad, but now you have a machine to make things you claim credit for. It will never be a good thing.

    AI is a technological fire pit, and you are blindly walking into the flames so the other char-grilled victims don’t leave you behind. Let me put out the damn fire.


  • SusagatoRPGMemes @ttrpg.networkUnprepared
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    1 day ago

    I can fucking tell you run a 30 second timer. This is absolutely the mindset of someone with a 30 second timer.

    I find it interesting that you say “the onus is on [the players]” as a benefit, because the main problem you listed for actually talking to them is that they might say you were at fault if you forget. You want it to be that, if anything goes wrong, it’s only because of what other people did. You don’t want to be responsible.

    And yet, something did go wrong becaue of your actions. You want everyone to have quick turns, so you set up a timer, and one of your players is using fireball over and over. As if it’s a default action they took due to being rushed. Like I said would happen in the first place.

    (Oh, sidenote? Calling someone a snob, then insulting people for being slow or forgetful, is pretty fucking hypocritical)


  • SusagatoRPGMemes @ttrpg.networkUnprepared
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    1 day ago

    That’s not the point of the timer. The point of a timer is to cut off people taking too much time. As a side effect, people are pre-planning their turns so they don’t get cut off by the timer. The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

    There was a problem, and in trying to fix it, the DM created a second problem. The players then found the actual solution to the first problem to avoid the second. The DM then took credit for fixing the problem.

    Do you remember that episode where Homer became Mr Burns’ assistant, and was so bad that Mr Burns became more independent so he wouldn’t need Homer’s help? It’s basically like that.


  • SusagatoRPGMemes @ttrpg.networkUnprepared
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    1 day ago

    I like shenanigans characters, where you always have a trick up your sleeves. I’m not a super-powerful D&D character in real life, so it will take me a moment to come up with those tricks and put them in my sleeves. As such, I think of turn timers as a problem, not a solution.

    I saw advice which was just that, whenever someone starts their turn, give a nudge to the person next down the line. That way, they’ll have more time to plan before their turn starts, and it’s not like they were doing anything then anyway. Way better.




  • Gen 1 had a lot of design issues: The special stat is overpowered, too many pokemon were poison type, move diversity was so poor that some types were just useless, and there were a lot of glitches.

    Recent generations also have design issues: The story holds your hand every step of the way, characters are more detailed but less expressive, each generation has a gimmick that gets abandoned in the very next game, and there’s somehow a lot of glitches again!

    Personally, my sweet spot is gen 4, but gens 3 and 5 are pretty solid too.