Data scientist, video game analyst, astronomer, and Pathfinder 2e player/GM from Halifax, Nova Scotia.

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Joined 1 year ago
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Cake day: February 28th, 2025

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  • flavonol@lemmy.world Many, I imagine.

    I spend… too much time on the Pathfinder 2e subreddit, and it is so painfully clear from how quietly obsessed that space is with class build optimization, that the idea of fighting for anything but a decisive, 100% kill outcome (on either side) is unimaginable to most people there. I think the most recent thing I saw could be summed up as “what’s the point of Hexploration if the outcome is just moderate difficulty fights?”

    Even the idea of non-combat encounters or worldbuilding encounters are becoming alien to modern TTRPG fans, it seems.




  • > When I have DM’d there’s often a difference between the intended difficulty of an encounter I create versus how it actually works out in play.

    Players are allowed to flee. Enemies are allowed to mock them and walk away.

    I’m not sure why basically ever single discussion I ever see about GMing seems to live in this world where the only options in combat is “PCs die or NPCs die”, and the only workaround is to pick and choose when you’re playing a probability game.


  • mr_noxx@lemmy.ml Honestly, I agree with the others. I don’t know why we’re playing dice games if we don’t want to adhere to the dice. The dice create the uncertainty and variation that the play at the table responds to.

    The more honest and transparent solution to players being at risk of dying is roleplay or narrative transition. Enemies don’t need to be doing coup de graces, and going down in combat can mean capture rather than death. But if it’s only fun for everyone if they’re winning, then why not play something else where losing is never an option?










  • modernangel@sh.itjust.works They shape 100% of the storyline. The campaign is the story of their activities in the world.

    They don’t shape the world, though, unless they do things to intervene in the current world lines of the people and institutions in it. At the start of the campaign, I scaffold the major political players in the world,and sketch out what their goals are, and how they’re trying to achieve them. I estimate how long it takes them to get to places of import for those goals, and track that in a calendar. I leave hooks for the players to pick up and engage with those things from time to time, but if they’re not interested, those entities just continue on unimpeded.

    Meanwhile, everywhere they go, I dig into books of tables to come up with some NPCs with problems that need to be solved, side quests that can be activated, and locations that can be explored. They’re just names on a page until the players pick up the hook, but if they do, then the party does things to encounter and activate new political players who end up on the board. I then do the same thing after the fact, and add them to the calendar.

    Their story is 100% theirs. The opportunities to shape the world’s story are there. There’s no “storyline” for me to bend around their gravity.


  • A lot of the people developing early fantasy RPGs were probably deeply influenced by the American western as a film and TV genre. It was really, really hard to avoid in the 50s and 60s, and it functionally provided the blueprints for other adventure-based genres. The western provided the setting of the frontier, and frontier towns were all too often depicted as being deeply isolated and under siege by the “savage wilderness”.

    Because indigenous people were usually framed more like wild animals than people whose living room you just plopped yourself down and started squatting in.

    So many of the adventure modules seemed to be built around this idea of the frontier, or the hinterland, or of being on the edge of civilization that they didn’t need to have a theory of settlement patterns. They were explicitly showing us what things looked like where the civilization networks wore thin and broke down.

    But they also just sort of acted as one of the blueprints for later modules, and later settings. And when your setting is entirely made up of frontier modules, you end up with a setting where there’s no civilization.



  • > In the world they would be hated and feared as the person who started fires as a child or drowned a local cow.

    Would they, though? Or would they end up in an upper class that controls world leaders from back rooms while looking like flashy celebrities in public? Because the takeaway from the real world is that racists hate on people they see as less powerful than them, and sorcerers are categorically not that.


  • jjjalljs@ttrpg.network Yeah, the ideas that “I’m not interested in receiving a message, therefore the things I consume have no message” or “this product was inexpensive, therefore the creator has no message” are pretty wild.

    Sometimes the politics being presented are invisible to the author, and sometimes they’re not. In either case, they’re communicating real messages about the world, what the creator believes is acceptable, and what they believe is not. Not seeing those messages really just means that you thoughtlessly agree with them.

    Which says more about the consumer than it does the producer.