• 6 Posts
  • 26 Comments
Joined 3 years ago
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Cake day: June 11th, 2023

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  • How on earth did you stumble across a comment that is 5 days old?

    I’m only subscribed to like three communities so I see a lot of the same posts when I sort by subscribed.

    We both agree that it’s not all or nothing. It’s unreasonable to say that asking a good faith question is always bad, just like it’s unreasonable to demand someone answer questions about their marginalization. I was just pitching in my thoughts as to where the line is.


  • There’s a world of difference between hearing a term you’re not familiar with and saying something like, “I’ve never heard that before, would you mind telling me what it means?” and learning about someone’s marginalization and asking them a bunch of questions about it. I’m guessing this rule is targeting the latter.

    Personally, if I meet someone who is marginalized, I avoid talking about their marginalization unless they bring it up and are clearly interested in talking about it. If they don’t want to be defined by it or be asked a bunch of questions about it, then that’s their right.





  • Early previews of Metroid Prime 4 prominently feature a companion that you rescue in the first area, who tags along for a large portion of the playtime. He makes dumb quips: “It’s about to get real nerdy in here”, screams when enemies appear: “Is everything on this planet trying to kill us?”, states very obvious things: “missiles work better on enemies with hard shells” and nags you about what to do at any given moment: “You want something to shoot? Try that piston”.

    He’s also an escort that you need to protect or you get a game over.





  • I get where you’re coming from, but I disagree on a couple points:

    Game design relies heavily on finding uses for the player character’s abilities. Imagine a metroidvania where you pick up a cool new grappling hook, only to realize there’s no terrain that can be grappled, and most enemies aren’t affected. What’s the point?

    In terms of good/bad game design in TTRPGs, my philosophy is pretty simple; If everyone at the table is having a good time, it’s good game design. For my players, getting to use the abilities that they picked or earned throughout the game is super rewarding. For me as a GM, I can scale encounters a little higher knowing that they have a built-in edge.

    In fact, my number one resource for game prep is my players’ character sheets. Did someone pick an obscure language as part of their backstory? You’d better believe it’s going to show up in the game! Dragonchess proficiency? Guess what the game of choice is at the local tavern?

    Conversely, if an ability becomes the only thing a PC relies on, it can be interesting to add a foil to that ability. For example, one of my players built a Kensei Monk with a specialization in firearms. It was a fun character for him, but the sheer damage output he could do kind of overshadowed everyone else. My solution was to introduce a combat encounter where he could use the weapon, but doing so had a chance to attract more hostile creatures.

    Anyway, all this to say that in my opinion, playing to your player characters’ strengths is not only rewarding for them, it can help a GM create some really cool moments.



  • It’s going to take them a long time to build back the good will that they threw away on one stupid decision. These idiots need to realize that capitulating to the far right doesn’t pay.

    In fact, they should have learned their lesson when they fired James Gunn and lost him to DC Studios.