Yes, that’s what I wanted to know. So alas, no out-of-the-box magic for me…I find it incredibly frustrating that in 2023 one can’t simply copy-paste text from one local console to another. It seems like a basic function for a terminal-based *nix systems which doesn’t exist. I know it’s complicated even at the first glance, with huge security implications (like copying text in the root terminal and pasting it to a user one) but I believe it’s all solvable
There’s a gif on GitHub page, but it doesn’t make it obvious (for me) if this software can help with “regular” copy/paste. What if I’m logged into two tty sessions at once, can I copy text in nano in one tty and paste it in other editor, like micro, in the other tty? With some universal hotkey?
It's interesting, as most players I know consider bonds mechanics as "least working" in DW. I prefer Homebrew World implementation, where people ask set of questions. For example, questions from "Fighter" playbook:
• Which of you have I sworn to protect?
• Which of you am I most worried about?
• Which of you has my back?
• Which of you has been flirting with me?
So, fighter player asks them one by one, and any other player can answer "it's me" when he likes the question and want to establish that bond. Then they talk a little bit discussing details, and switch to next answer / next player.
"The Laundry Files" books. Then I started to look for rpg...
What's the point to have "Ideals" next to "Alignment"? Are they mechanically different?
Ok, as I've mostly play Dungeon World and hacks recently...
DW: Unlimited Edition: https://drive.google.com/file/d/1pv6kVVJhbJi1vr8hVeWh1NqrDQJKgY1B/view
Homebrew World: https://drive.google.com/file/d/1oLQ6QUT9LgOZuzoB_YqUaCjfPGYEOlud/view
Not the best example cause DW tries to mimic D&D to some extent, using words like "Alignment", "Good", "Lawful" etc but I'll leave it here too, just for comparison...Dungeon World: https://dungeon-world.com/downloads/Dungeon_World_Play_Sheets.pdf
As you can see, this kind of alignment has two parts, (kinda) vague name and very specific description, which tells what character should do to gain XP. But sure you'll gain XP for doing something that fits well with "vague" name.
It’s pretty standard thing in systems other than dnd, called “drives” or “motivation”. There are plenty of them, not only nine. And there’s no need for axis, and no need for names like “path or some shit” too.
Yes, it's kinda sad. I'd totally love to have my rulebook with all the enhancements from best hacks but alas. As far as I know, creators of DW don't plan to update it
All the meet in pbta you’re supposed to get on zero session. So you just should play the system as intended. Huge bonus: for 3 PCs in game, you’ll get x4 mind power to create setting.
Bard fucking your daughter better then demon fucking you kingdom (killing her beforehand)
DM should adapt... like, okay we'll summon another demon, just less powerful
I’m still struggling to reach the level where I can consider myself a decent GM. My cognitive resources are limited and after splitting them between constant rebuilding behind-the-curtains threats and fronts, managing PC’s requests and generating good narrative - the latter part receives least attention. It leads to lack of narrative detail and, and PCs get rather poor foundation for making interesting choices and their narrative atop of it. Don’t get me wrong they are all happy and excited after session, that’s just me inherently know that I could do 10 times better. In theory)
As an adult with particular life circumstances, I don’t have a luxury to play with a same group of people with decent regularity. That’s why HbW is my way to go as a GM. Stonetop needs investment I couldn’t afford… but its well-written and explains core game loops much better than DW rulebook… that’s the result of 10(?) years evolution
Yes, that’s picture I saw when I’ve been subscribed. But now it works, suddenly)
Homebrew World, a Dungeon World hack by Jeremy Strandberg. It has less D&D legacy in terms of moves, which are more PbtA-style and less of “add this points of damage” or “add +1 to roll”. It’s made for oneshots or brief campaigns, playbooks are interesting and fun to actual use. I’ve run a game recently, took 8 hours and was really a blast!
I was trying to say just that - it shows zero posts after subscribing, and other ml communities behave the same way
"Dungeon World" is a good transition from D&D to PBtA-based games
YouTube Video
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There's a thing about D&D - it's actually a wargame. Big share of its rules is tailored to tactical combat. "I go forward for 3 squares, use this ability, use that ability, end of turn" - that kind of stuff. You can play without it (system is a tool, yes) - but in that case you throw off half of the game rules, so what's the point? Anyway, there's nothing wrong with it and there're many people who seek for just that gameplay style.
D&D is the most famous game system due to enormous amount of money spent on it by publisher / copyright owner, and it lasted for decades. But TTRPG is much more that that.
There's TTRPG design framework, called "Powered by the Apocalypse", or PbtA, as the first game made with it was "Apocalypse World". Here's a short list of PbtA features and principles:
- it's narrative, which leads to making and telling interesting stories
- "Fiction first" principle - player don't use character abilities like pressing button in videogame, they describe what they want to do, and that description (possibly) triggers a move
- Moves system. Moves are NOT abilities. Their goal is to make emphasis on key game aspects. When you trigger a move - it matters!
- "Fail forward" principle. When player fails a roll - GM makes a move, and story takes a turn. Player gets XP for failing,
- "Play to find out" principle. GM doesn't know what will happen. Players make the story together.
Dungeon World is a PbtA game with strong D&D flavour. That means, it has kinda familiar character classes, races, and atmosphere - full of dungeons, taverns, orcs, goblins et cetera. But it plays vastly different. It's rules-light system, easy for new players, but somewhat demanding for the GMs skills.
As for me personally, I was using reddit for its DW sub mostly, but now it's still in blackout.
I can't subscribe for communities from lemmy.ml - [email protected] for example. It just show zero posts. Why is that?
It's much worse in Lemmy due its "federative" nature. For example, for "Dungeons&Dragons" - in reddit you have 9 subs in search, 2 of them are memes-related, 3 are "general" ones, 2 for DnD5e, 1 for DnD3.5 and 1 for UK people. They have clear distinction at least in their names, and sometimes have separate "theme", like the one for 3.5 edition. In lemmy we already have 14, most of them have same name, literally letter to letter. And don't forget that lemmy's userbase is ~6000+ times less than reddit. People just continue to create new instances and same comminities, over and over.
Meta-communities in two flawors:
- user/UI-based, where the user can create an entry in his preferences, add a bunch of communities there and set which one will be its "facade". The main "con" here that every single user should do a lot of work by himself
- server-based, where you can create new meta-community, add your own community there, and send invites to all similar communities to join. Every community that joined could(should?) be removed from discovery, but be visible as "nested". Search by its name should lead to meta-community. Ownership of meta-community should belong to its members in term that not a single one could delete it or make any harm. Meta-community exists while there's at least one member in it.
Important part that one to be careful about combining feeds. Small cozy community can just dissolve in valley of posts from much larger one. The thing is controversial, on one hand it's really handy to see all the posts all at once, on the other hand - it can kill smaller communities, as their creators will lose the sense and desire to have them maintained. There are different solutions: