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neonchameleon
Nov 14, 2012



dwarf74 posted:

The site didn't used to be that bad. :(

ENWorld in 2012:

grog posted:

First, thanks for answering. I'm not trying to be a jerk. I'm just wary of one minority group trying to get more than what the majority gets.

Decent human being posted:

If the Suffragettes had thought like that, women wouldn't be able to vote still. If everyone thought the same, we'd be used to take abuse time and time again and do nothing about it.

Forgive me, but I don't have to put up with people being rude because of me being gay. I don't have to "just take it stoically" as someone recently advised. I think I have all my right to defend myself and, since I rarely shout and even more rarely am aggressive (because I am too good at it), at least try to educate and stand my ground.

I might not be big in the universe, but I am still part of it.
As a minority you are going to see more crappy human behavior than I can imagine as a straight white male.

And you can do your best to improve your minorities position in life and the majority's behavior.

But as the guy on the bottom, you gotta accept that some people are gonna step on your back, because they are on top. You can hate it and fight it, but they're gonna do it because they are in the superior position. if you ACTUALLY had the power to prevent or stop it, you wouldn't be the guy on the bottom. Of the pyramid. Like those guys who rose to heights by standing on the backs of others. Not a gay joke.

From all the women who led marches and all that brave stuff to change things, there were also women who were smart enough to keep their mouth shut in the years prior because they understood that it wasn't their time yet and they would suffer worse.

While I'm a kill all the Nazi's kind of guy, sometimes you gotta bide your time and take the whipping.
(There is more and it is worse).

Of course that was nothing compared to ENWorld in 2011:

Grog at its worst posted:

These are the villains in a tentative campaign which I am thinking of running.

Tell me what you think.

Some men wish that things be presented in a clear-cut fashion to them; that difficult choices either not be made at all or made by someone else. Such men seek to avoid the responsibility of thinking, which is a desire to avoid the responsibility of freedom. Dear reader, you have become acquainted with the Knights of the Scarlet Woman. You may have been repulsed and sought refuge in the opposite of those knights in the hopes that they would be better, but the enemy of an evil is not necessarily a good. It can be another evil. History teaches us that evil does not manifest itself openly, that the evil that is done in this world is often done in the name of so-called goodness. (since there are those who disagree with the princinples of chastity, duty, altruism etc.) I am here to tell you about one such organization that does evil in the name of alleged goodness which you should already know a few things about : the Knights of the Virgin.

These knights are the worshippers of the ideals of duty, self-sacrifice, altruism and selflessness. They see themselves as noble crusaders for good. They believe that they are led by a commander, X, (left unnamed for now) who has been sent to them from the Deity to lead them to a better tomorrow. Believing their commander to be mystically enlightened, they have sworn an oath of unconditional obedience to him. They see themselves as the chosen and all who disagree as the damned. They are supporters of a conservative social order which recognizes the proper rank and place of everyone: the priest, the aristocrat, the knight, the man, the woman etc. They oppose all secular and dissenting ideas, which to them represent the work of the devil in men’s hearts.

The knights make entry open to all, and in fact support the drafting of all able-bodied men. They see it as the duty of every able-bodied man to fight for the holy cause which they have undertaken. The knights also support the conscription of women for breeding purposes to produce soldiers for the armies of righteousness. Their mentality manifests itself in what they consider to be wisdom. For instance, their motto is “Obedience and duty; our lives belong to the state.” One of their most revered sages has said “In childhood a woman should be dependent on her father, in youth on her husband, in old age on her children; a woman should never be independent.” Another of their mottos is, “A woman, like a walnut tree, should be beaten every day.” And if you were wondering, yes, they punish adulterers with death, as they do to homosexuals and those convicted of dissent.

Those who are members of the organization receive a set of armor with the emblems of the order. The symbol of the order is an arm holding a sword with a crown dangling from the arm like a bracelet. Members are highly respected in areas where the knights holds sway. Higher ranking members get to indulge in “aristocratic pleasures” denied to the common masses. Adventurers receive payment for any missions they do on behalf of the order. (It is possible for such adventurers to be drafted, which is sad, but is an unfortunate reality.)

The knights are allied with certain celestial beings, certain churches and the aristocracy. Their sworn enemies are those dedicated to pagan ideals. Among these are the chief enemy of the knighthood, the Knights of the Scarlet Woman, while allies of the K.S.W. are also considered enemies. The Knights of the Virgin have been commanded to kill any K.S.W. members on sight and attack if they see anyone wearing the emblems of the enemy order. That is of course, if the knight is not high-ranking, in which case they are ordered to capture such knights and send them to the headquarters of the order to be tortured and interrogated. The Knights of the Virgin believe in honor and do not use trickery to win battles. All members have a duty to lay down their lives for the state, as the state is considered a living, breathing entity who is the Deity’s representative on earth.

The commander of the knights is appointed by the head priest who receives a vision from the deity as to the right man to lead the righteous to glorious victory. There is a military hierarchy and there is no civilian control of the military in the areas where the knighthood holds sway. The order is popular in conservative areas but shunned like the plague in pagan, secular, and liberal areas.

Sometimes reality is grim and presents men with difficult choices. This is one such choice. In a world where neither side can be called good, which will you choose, dear reader?

The entire fiasco was terrible - especially the behaviour of Morrus who threatened to shut down Circvs Maximus when people objected to the way he handled that fiasco on there.

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neonchameleon
Nov 14, 2012



unseenlibrarian posted:

I've seen him slammed for being the guy who kept the Gamergate thread on the Escapist forums open -and- for being a terrible SJW out to destroy games, and apparently part of the reason he left the Escapist was getting overruled on everything by Macris, who is legit terrible.

On the other hand, that...doesn't speak much to his community management skills.

Tito was the person at the Escapist who when it was pointed out that those Gamergate interviews were terrible actually did something about them. Like renaming the article from "Game designers talk about #Gamergate" to "Male game designers talk about #Gamergate" when it was pointed out that the first article had all been female and declared as such. Huge difference. He also removed the RogueStar interview from the Gamergate article. He seems to basically have been as decent as it's possible to be while at The Escapist.

neonchameleon
Nov 14, 2012



Jimbozig posted:

GNS was awesome for outlining the three top priorities of most gamers. 1) make cool stories in-the-moment 2) have a fun competition 3) imagine being in a fictional world.

I don't buy that those are the only 3 things anyone is ever trying to do in an RPG, but I do still buy into the idea that most gamers are prioritizing one or more of those things when they play. The gamer who doesn't care about any of those is either an exception in having unusual priorities in play, or is not really investing in the game (is there out of social obligation, say).

GNS to me makes the most sense when you look at it the following way.

1: Narrativist is the experience White Wolf games promise. We want to play narrativist games. Unfortunately the so-called Storyteller system is like a clarinetist; it simultaneously sucks and blows. We need to make games that actually do what we want them to.
2: D&D is actually pretty cool and you jackasses should all shut up about "Roleplaying not Roll-playing". Here's why it's pretty cool.
3: There are other things out there. We'll call them all "Simulationist" and put them in the same box because we don't understand them. And then I'll call it incoherent because I don't understand where it's coming from.

neonchameleon
Nov 14, 2012



I'm thinking you could make it either Chronomancy or Precognition. If you're playing a high combat RPG (say D&D from Dragonlance onwards) then you can use this spell to prepare for boss fights - allowing more complex and tactically interesting bosses as the players get their clocks cleaned by bullshit gimmicks on the first try but can at least learn what those bullshit gimmicks are.

But then I suppose he has the same rant about the spell Raise Dead...

neonchameleon
Nov 14, 2012



paradoxGentleman posted:

That is an interesting way to look at it. Do you think that 4e still mantains the inter-encounter tension? I still need to check it out, but from what I can gather it would seem so.

More than 3.X had, less than oD&D had. And to raise it massively hack the resting rules so that resting isn't just sleeping for 8 hours overnight.

neonchameleon
Nov 14, 2012



Shadeoses posted:

I've read so much and I still can't grasp what storygaming is supposed to be, or what it is in opposition to. It sounds like a stupid distinction to make, let alone get worked up about, and I will continue to play games which involve rolling dice and pretending to be an elf/robot/scrunt.

The term Storygames was created to describe My Life With Master - and covers other related games which take only a handful of sessions to play out and the character by the end is left in a position where playing the same game again but slightly harder would make no sense. Trad RPGs are under this definition more like 70s (or even 90s) Sitcoms where you can see the same stories and jokes over and over again. (Seriously, what's the conceptual difference between a 1st level fighter and a 20th level one?)

There is a meaningful difference there - or was at least when the term was created. Story-games are games with natural plot arcs, character development, and end points. It's been just a little buried however.

neonchameleon
Nov 14, 2012



Shadeoses posted:

How many games don't have any character development or plot arcs? Wouldn't that be up to the GM and players? I mean that sounds really boring, like that Modron Cube dungeon from Planescape.

I don't know if you've ever read MLWM - but the rules in that game (the game the term "Story-games" was invented for) are almost entirely geared towards plot-arcs and character development. You almost never have no character development going on over an old school sitcom either (even The Simpsons characters have changed a little over time). But they are something that happens because both players and writers are human rather than something anywhere near the point.

neonchameleon
Nov 14, 2012



Shadeoses posted:

I'm going through a character arc in D&D5E right now. :aaa:

Of course you are. The point is that the rules of D&D have very little to do with that. They certainly don't encourage it. The rules of MLWM and other Story-games are set up to encourage and tighten it.

neonchameleon
Nov 14, 2012



Shadeoses posted:

So it's basically that a system has rules that focus on things other than dungeon crawling?

Games with a specific subset of focusses. GURPS and Fudge, for example, have focusses other than dungeon crawling but really aren't Story-Games. Nothing by White Wolf is a Story-Game - although if you ignore the actual rules and just look at what they promise then the Storyteller and Storytelling systems claim to be one.

If we take the five act structure (or even the three act structure but preferably not) there is a climax - a point of no return in the middle of act three.



In My Life With Master the climax is always the same - one of the minions snaps and tries to kill the Master. This is irrevocable narratively - and is also reflected in the mechanics as you use a completely different set of mechanics for the fight with the Master than you do in the earlier game (or if you aren't trying to kill the Master). And no, it's not a mini-game. In Grey Ranks, a huge climax is when (or if) you sacrifice the things you've decided you hold dear to stay alive - and the game itself is finite. Fiasco's basically mechanics wrapped round the five act structure (with the Tilt being the Climax). Most of the *World family of games (with the notable exception of Dungeon World) are on the borderline; probably the clearest is Monsterhearts where you after the mid-season can either change skins, irrevocably changing how you interact with the world, or take Growing Up Moves or a couple of other choices that mean you've actually overcome (or possibly even worsened) some of your damage.

All this means that when the GM runs a storygame by the book, a narrative structure and story will come out of the rules as long as you have a decent act 1 setup. And in exactly the opposite to the dire warnings about "Playing the GM's Story", story games allow GMs to let go - the rules themselves provide pacing and twists and prevent the whole thing bogging down in a meandering mess with almost no resolution unless someone (either player or GM) takes things by the scruff of the neck. (Their short term nature also allows a much stronger sense of uncertainty; TPKs are far far more frequent in three-session games than they are in anything short of Tomb of Horrors because you don't have about ten levels ahead of you).

Anyway, that's some of the original theory expanded. Of course Story-Game generally means in practice "What that group of people over there do" and people ranting about story-games seldom leads to anything good.

neonchameleon
Nov 14, 2012



FMguru posted:

Pretty much everything monks could do in early versions of D&D were taken from David Carradine's character in the Kung Fu TV series. Apparently, someone at Gygax's table wanted to play "the guy from Kung Fu" and Gygax said "sure" and whipped up some rules for him, so the class is just a random agglomeration of half-remembered things from a TV show.

The other thing about the AD&D Thief is that Gygax' approach to designing the class appears to have been to take a thief, and give it some random abilities and that's why its power level is awful. (The self-heal catches its hp back up with a thief of the same XP for example).

The 3.0 monk was a bad case of Cargo-Cult design, looking at the abilities and not even noticing that it was balanced against the rogues. So whereas the rogue went from 8 thief skills to 8 + Int Modifier skill points/level, the Monk went from 6 Thief Skills to 4+Int modifier skill points/level.

neonchameleon
Nov 14, 2012



ProfessorCirno posted:

The 3.x DCs were built around whatever the devs thought would be most "realistic." At no point in time throughout the entire development of 3.x did they really pay attention to how any of their mechanics actually worked together.

I'm going to have to disagree with you there and call Cargo Cult Design again. They did check in some ways how the mechanics worked together.

A first level 1E thief with 15 dexterity has a 25% chance of opening a lock. That's our target number. The 3.0 version again should have a 15 dexterity (didn't you read the Standard Array?). And unless they are going all out we expect them to put three ranks into Open Lock. Voila! 25% chance of opening a (DC 20) simple lock and that's all 1st level PCs should be presented with. It matches the AD&D chance! It must be right. And it also matches for 15 Dex.

Now, let's look at 6th level. 47% for 1E. It's not realistic that different locks have the same DC. Over five levels they should have put four ranks in (levelling up should offer choices). Which means a 45% chance of opening simple locks. And we've not taken all the modifiers into account. +2 for Masterwork Thieves Tools. +1 for gloves of Dexterity +2. A Dexterity bump at 4th level for another +1. We've suddenly got a 65% chance of our average thief opening the lock which is way off. What do we do? Harder locks! Because realism. Make our average lock right for a 6th level character and the 65% chance of opening that lock suddenly drops to 40%. Aid Other is trivial - which will bring the percentages up but first level characters couldn't afford to scatter their SP, and not all those locks will be average - sometimes you just want a lock. At 6th level the chances are also the same as in AD&D!

See! The numbers are like those of AD&D! Which is what we're trying to do. Put AD&D on a leaner, cleaner engine with more scope for detail and realism. And those DC 40 locks? Lolth sometimes needs to lock things if you're going into the Demonweb Pits. Bring a +10 skill boosting item and you'll be fine. You should be able to easily afford it by the time this isn't suicide.

And the scary thing about that is that I wasn't actually checking my numbers for what I thought the 3.0 designers intended with character creation. I was just putting in numbers and they worked out almost exactly where I expected.

neonchameleon
Nov 14, 2012



Halloween Jack posted:

It's so weird to me that the people who want ability scores to determine everything usually also want to roll 3d6-down-the-line. And then play a game like AD&D where being lucky enough to roll high scores means you get to play special classes with even more stuff.

That second part is perception rather than reality. In practice what the high-stat classes did was soaked your high scores and gave you some flashy toys while taking away basic abilities.

Monks? A monk is basically a thief with some flashy stuff thrown in that doesn't actually do much. And the AD&D thief is crap already.

Paladins? For the game AD&D was designed to be, a code of honour was a crippling disadvantage. But more than that you've got a 17 in Charisma - and can only use it for Lawful Good hirelings. The main advantage being a Paladin gives over a fighter is a group buff with the magic circle against evil.

Rangers? No hirelings. This is very bad for old school low level dungeon crawling.

Druids? The key problem of being a Druid is the armour penalty. You can't wear heavy armour. Which means the Druid both loses a lot of survivability compared to the Cleric, and is locked out both from the best bits of the loot table the Cleric gets access to and from being a front line melee fighter. (Without Weapon Specialisation the Cleric is almost as good a fighter as the fighter).

Gygax knew quite a lot about game design and game balance. He just thought it made for a better game to make most of it non-obvious. And most of the flashy looking subclasses are traps (especially the Monk).

neonchameleon
Nov 14, 2012



I'm just amused by the irony in the arguments of people like Effectronica and Raggi.

"In the name of Free Speech no one is allowed to say they are offended by things. Because Free Speech!"

"Corporations are inherently amoral and will do what's best for them. Therefore no one should try to persuade them it's in their own interests to do the right thing. Because Free Speech!" (Or the other version you sometimes see: "You can't stop giving money to people doing things you don't like! Because the Free Market!")

neonchameleon
Nov 14, 2012



gradenko_2000 posted:

This is true. Fighters had a special CON bonus, had multiple attacks per round with no penalties, had weapon specializations for even more attacks and damage, and rather importantly had access to all of their fighting-supremacy-powers without regard to the stats they had. Even if you rolled 3d6-down-the-line (which you shouldn't) they still had good saves and they still had weapon spec and they could still use all possible magic weapons/armor dropped and so on and so forth.

Meanwhile the Magic-Users only had 1 spell per day and had to worry about spellbook destruction and spellcasting reagents and they could only acquire spells based on whatever the random treasure tables dropped as scrolls.

And in the background of all this people would (or were supposed to have) multiple character sheets so it was never really "Bob plays the Magic-User so at some point he dominates the conversation" because Bob would be changing through his Fighter, his Cleric and his Magic-User between sessions all the time.

It's just that making the MU really tedious and gatekeeper-y to play isn't cool for its own reasons, but then lifting all those restrictions while taking away the Fighter's toys is bad design. Grogs then compound that with revisionist history about how that was always how things were supposed to work and it's double ugh.

The other thing 3.X completely screwed up was the saving throws.

3.X had three saving throws with the wizard picking the best Save-or-Lose (normally from Fort and Will - but there were a few Ref ones and even oddities like Black Tentacles).

TSR D&D had five saving throws based on what you were trying to do to the target and in a gamist way. The boundaries varied round the margins (is Hold Person/Paralysis a save-or-lose spell, or is it for all practical purposes a slightly delayed save-or-die as the paralysed target gets their throat cut?) and in at least one variant staves used the normal save vs spell chart.

The five saves were:
Save vs Hit Point damage and non-combat stuff like Detect Thoughts (save vs Spell)
Save vs non-magical effects like acid flasks (save vs Breath Weapon). About as easy as save vs Spell, easier for the martial classes and harder for the magical ones with their minor counterspells
Save vs spell-in-a-can (save vs Rod or Wand). Always very slightly easier to save against than Save vs Spell.
Save or Lose But Survive normally either as almost invulnerable or able to run away (Petrification or Polymorph)
Save or Die (Death or Poison).

So wizards would load up on spells like Fireball that complemented the fighter's ability to hurt things for choice rather than on spells that were much less likely to succeed and didn't do half damage on a miss.

The other way saving throws got messed up, of course, is it became easier rather than harder to save as you levelled up. (In the Pathfinder campaign I'm playing in, everyone gets a half hit dice bonus to saving throws. It really helps keep spellcasters under control - although I'm currently coasting with my Summoner and still the strongest party member.

And with the saving throws getting easier rather than harder as you level up wizards are only gods out of combat.

Finally there's the way the loot/magic item rules changed...

neonchameleon
Nov 14, 2012



chaos rhames posted:

What was wrong with kots?

The best thing you can do to fix that adventure is drop a bomb on the Keep itself and never look back. Seriously, it's OK until you reach the keep about a quarter of the way in (not outstanding, but good enough to work with). After that point there are (IIRC - I counted once) 17 combats in a row in pretty blandly static environments with little splicing them together other than "You go deeper into the keep and find another fight". Of those 17 fights from memory at least a dozen were little more than filler with no plot relevance and no potential subplots.

neonchameleon
Nov 14, 2012



remusclaw posted:

I'm not much of a fan of classes all together. They constrain the brain more than they do the concept.

No they don't. It's simply that classes have been cargo-cult design for the overwhelming majority of the history of RPGs. I'm serious when I say that the first new genuinely class based RPG I am aware of after oD&D in 1974 was Apocalypse World in 2010.

What a genuinely class based game does is allows different players at the same gaming table to be playing what are essentially different games at the same time. In oD&D (this was gone by 3.0 of course) a fighter and a wizard have very different play experiences. Different paces of play. They don't even share the same loot. What one can do is completely different from what the other can do. And even moreso in Apocalypse World. If the party is a Hardholder, an Angel, a Brainer, and a Skinner their experiences and place in the world is so different that they might as well be playing four separate games with different motivations, different victory conditions (that may or may not have anything to do with each other) and otherwise a completely different experience.

This is extremely different from e.g. Cyberpunk 2020 where your class was basically a couple of special abilities.

(There's one other use of class based games - the one found in e.g. Feng Shui 2 where classes are essentially part-made pregens, allowing you to start playing in minutes).

Halloween Jack posted:

I had this, just...exasperating argument with some people who want a fighter who is balanced with the wizard and able to do stuff like fight dragons, but who is a "mundane fighter" that doesn't do anything that could be called anime, or wuxia, or comic-book-superhero, or anything else not in keeping with the style of how they remember pulp sword-and-sorcery. (As opposed to what it was actually like...)
...
D&D causes brain damage.

I'm not sure who it causes brain damage to. You're as mired in D&D assumptions as they are.

There's a simple way of making the fighter realistic and able to keep up with the wizard. The single most unrealistic part of D&D is hit points. Every attack from the fighter should be Save or Die. I mean people don't survive being stabbed by an expert fighter with a sword even once. Dragons? Eyes or down its throat (use a bow). A balanced mundane fighter should be terrifying - their lack of extra abilities to get to the combat are made up for by the fact that every attack's a potential killer.

(Also fighters should get amazing saving throws - and free perception checks to see through illusionary defences like Mirror Image or even Invisibility).

neonchameleon
Nov 14, 2012



Halloween Jack posted:

I was actually accustomed to games where one-hit-kills were common before I played D&D, and have no problem with this per se. There are reasons to eschew save-or-die mechanics altogether, of course.

Of course there are. It's just the only way to get a mundane fighter alongside a post-1e D&D wizard. I don't think the goal is a good one - but if you want it that's how to do it :)

neonchameleon
Nov 14, 2012



moths posted:

This is the description text of the Chessex Pound-O-Dice:


These are the dice that nearly every LGS uses to fill the singles fishbowl by the register. And they're factory seconds, from an industry that does only the most cursory QC. Almost everyone who frequents a store owns some of these dice, and they're probably the reason behind most of these "She rolled so well that she had to be cheating!" stories.

My story with the fishbowl singles:

Was trying out 5e and I forgot my dice one week so decided to get a few new d20s. Picked up the first three to roll them before buying. The roll on 3d20 totalled 5. Picked up the second three and rolled a cold 60 on 3d20. Bought the second three of course (I'd only been intending to buy one). They didn't roll quite as well in play as they did on that test - but well enough that when my DM was setting DC 20 skill checks in 5e because he didn't like my illusions I was still frequently passing them and even passed a DC25 with Disadvantage (I also had Advantage from a feat and pointed out to the DM that disadvantage doesn't stack). My d6s I was banned from GMing Feng Shui with after two mooks hit an Old Master in the head in the same session also come from fishbowl singles.

And scrolling back, Dragonlance is a terrible adventure.

neonchameleon
Nov 14, 2012



mycot posted:

Blue Rose is honest "Good Guy Kingdom versus Bad Guy Kingdom" stuff, which is either to your taste or not. The only difference is that this time the good guy-ness includes gay people, and that's where the shittiness is. It has nothing to do with people's taste in games or whatever.

And immortal NPC rules suck.

And the point about the deer is that Blue Rose actually follows through on what just about everyone must have asked. "Why don't those stupid Paladins at least use Detect Evil on the monarch and the senior Paladins once in a while?"

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neonchameleon
Nov 14, 2012



Halloween Jack posted:

Magic itself is profitable enough to be considered one of Hasbro's Major Brands, isn't it? But D&D must be a small fraction of that.

From memory (i.e. don't ask me to prove this) Magic is about $200 million per year, D&D aims for $20 million (although the initial 4e goal was $50 million and that's what it fell short of). Paizo in total is around $11 million, and DDI on its own at the end of 2014 was $6 million.

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