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Cake day: June 23rd, 2023

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  • Oh and tips to keep them engaged, well you need to read the room and identify which parts of the game they enjoy the most and the least, and the reason behind that.

    Give them what they want and make all of them participate. With adults it also happens, but it’s way more prominent with kids: some will talk much more than the rest, and some will be ashamed or have shyness to let themselves go. You need to kindly guide the shy ones into the spotlight and reward them for participating.

    Also, when you narrate the places and events, ask them to complete your idea. For example: “As the group follow the trails, a vendor interjects them and tries to sell them micro-hamburgers, but Player #4 doesn’t loose focus and realizes that just around the corner, drenched in the glow of the neon lights from the skyscrapers, is the vehicle that Mr. Jenkins gifted to the group… What does this vehicle looks like, Player #4?” Do this every now and then for places, NPC descriptions, the smells and sounds, etc. Make them have as much agency as possible in the world building, instead of just having them react to your dice checks.


  • Hell yeah! Your daughter is a crunchy-gamer in the making! I can relate to her in the sense of her wanting to play things with a solid structure that she can study and master, to keep her engaged. I think that she will enjoy Savage Worlds.

    If 5e is rules-heavy, then SWADE is a rules-medium system. The slowest part is making a character because the system is universal and there are a ton of options, but as a DM, you can curate the options for your players. Also, there are Savage Settings and one of them is “East Texas University.” Teens will be able to relate to the school setting but “rad-idfied”. They get to role play as university students who then solve mysteries, join fraternities, hunt monsters, drive and modify badass combat cars, etc.

    Also, maybe it’s time to introduce the kids to Cyberpunk RED. It’s not hard to learn or teach and the game itself is fairly lightweight.

    Otherwise, for the smaller, Index Card RPG or EZD6 can work. Both are super streamlined and they retain that D&D feeling. Also, games using the LUMEN system can give the kids a nice dopamine rush. The creator basically states that his system is meant to make players feel like Overwatch or Diablo characters. In contrast with 5e, in which players often hoard spells and powers for the “right event”, LUMEN makes everyone use their spells and special skills all the time in fast paced combat that resolves super quick. Check out ”Nova" and “Light”.

    And personally I don’t like them, but you can also show them the FATE and Ironsworn/Starforged systems to broaden their horizons and make them experience a different perspective which they might love.




  • There have been a few people I’ve liked to watch play, like ELPRESADOR, Ashens, Jim Sterling back in the DigitalHomicide days, Tony Hawk, or the dudes from Digital Foundry, or ironically DSPGaming to see the detractor edits, but it’s 100% because I wanted to consume content of these dudes, as opposed to me being remotely interested in the game they were playing or how they were playing it.

    I’ve never understood the appeal of watching a full playthrough of someone else play a video game, especially live when the streamer is trying to be entertaining and engaging for those sweet tips, and it’s full of filler commentary and downtime.




  • I think that the right balance doesn’t depend on the game but the player. Survival games are about surviving. Some people like other surrounding aspects of survival games, but if you genuinely enjoy the core loop of survival games, the game ends when you secured your survival in the game.

    It’s the exact same issue with tabletop RPGs and complexity… You can write an essay on why combat isn’t engaging and how it only slows down the “good parts”, and before you know it, there will be someone scratching their head trying to wrap their head around someone finding combat boring. Same thing with narrative systems vs luck systems vs crunchy systems. Some people treat RPGs as improv/acting sessions, while others expect the G from “RPG” to be a meaty G. One thing is certain: You can’t please everyone and the concept of “balance” varies wildly from person to person.

    Using the Minecraft example, you indeed reach a point in which you stop engaging with the survival aspects, but is that a bad thing? Does surviving in Minecraft needs to be more complex or “interesting”? I think it’s part of the flavor of the game just as it is right now. Surviving is an obstacle that drives you to play the game, and overcoming that obstacle is a landmark event of the experience. Some people like it, and others would much rather play creative mode.

    Personally, I love survival games and when I’m itching for one, I’m actually itching to get that “from rags to riches” experience. Skyrim has a huge scene for survival mode to please people looking for a “tedious”, realistic survival experience. S.T.A.L.K.E.R. with the ANOMALY turns the game into a hardcore survival experience. Case and point, one of the most downloaded addons for ANOMALY is a mod that adds lengthy animations when the player eats food, drinks water, opens their backpack, smokes a cigarette, etc. I love those, but there are times I just want the simplicity of Minecraft’s survival experience.