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Cake day: July 3rd, 2023

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  • In my pandemic game, goblins were described as sort of perpetual teenagers. Some of them could be really smart, but a lot of them were impulsive, prone to going along with the group, and being kind of cruel.

    They found a pack of goblins that had robbed some travelers… to steal their concert tickets. Most of them scattered, but they caught up with one. The monk decided not to punch this small humanoid in the face and instead asked “wtf are you all doing?”

    The goblin told them they wanted to go to the show. the show! everyone’s going to the show! (The show turned out to be put on by an evil warlock, and the players had to intervene to stop the bands from summoning a lord of pandemonium into the world. Everyone loves a battle of the bands)

    The players essentially adopted this goblin, Windy, for the rest of the campaign. Windy learned to play drums and flute, and I think they eventually got them enrolled in wizard school.


  • I think people have radically different ideas about what “minimal background information” is.

    Some people think the Silmarillion is a suitable primer for their setting.

    Some people have like one paragraph for the big picture, and one paragraph for each major faction.

    There are players that would say both is too much.

    I think a couple short paragraphs should be enough for a quick start for a custom setting, but I’ve had players that just refuse to read anything at all. As someone else said, it’s makes it really hard to do some sort of stories if all the players are utter neophytes/amnesiacs/from-another-world/etc

    I tried to do a game of Vampire once, but the players refused to read anything about the setting. All the political intrigue fell completely flat because they didn’t understand what the different factions were looking for, nor did they understand how vampires worked.

    That group might have just been kind of bad players, but I feel like bad players are more common than good. By “bad” I mean “doesn’t think about the game very much, doesn’t retain anything about the story or rules”. They couldn’t really do anything more complex than a simple dungeon crawl.



  • I once has a girl follow up 2 weeks later asking why we didn’t go on a date? I told her that was the first question she asked me and I felt she wasn’t into the conversation.

    I do wonder sometimes what they’re thinking. Like, do they think the conversation is going well when I have to keep resuscitating it?

    I’m told people have “different communication styles”, which is fine, but “not asking questions and giving really short answers” doesn’t seem like an effective style here. Like, if someone’s chatting you up at the bar and you’re not interested, then giving short answers can make a kind of sense. But in a dating app where you both showed interest? If you’re no longer interested just unmatch.



    • Profiles with no hooks. They’ll have like 3 unremarkable pictures and a bio that says like “I like hanging out”. What is your match supposed to do with this? It’s extra bad if their bio says like “I hate small talk”.

    Side note: small talk plays important roles in socializing and is an important skill. Use it to steer the conversation to interesting topics.

    • Getting too in their head and bailing for flimsy reasons. Like, if the guy threatened you definitely do not continue. But I had a friend that was like “he was really sweet and lived nearby, but his hair was browner than his photos and I just wanted blonde”. Like what. That is not a good reason to bail.

    No one’s going to be perfect. People are going to be nervous on a first date. Give them a chance.

    • Conversely, sticking with a relationship too long. Contrary to the above, sometimes you really should call it. If the guy isn’t treating you with respect, you don’t have to keep going. If you realize you never look forward to seeing them, you should probably end it.

    • Chatting too long before meeting. You’re not a real person to them when you’re just over text. You’re missing body language and tone. You want to meet in person quickly.

    The general flow for me is like

    • Initial message. Hopefully ask something about their profile
    • if they respond well, maybe another couple follow up questions.
    • clear any deal breakers. Eg: if you have a kid, ask “hey I just wanted to check you saw on my profile I have a toddler. Are you okay with that?”
    • ask if they want to have a date in person to see if you get along
    • schedule the date
    • go on the date

    If the online chat ends and you haven’t scheduled a date, but you want to, that’s bad. You don’t want to be having a second “hey what’s up?” tinder chat.

    • related to the above: dead ending the chat. Don’t do that. Like, let’s pretend your profile says you love dragon age. They message you with “I’ve been a dragon age fan since origins! Did you play Veilguard yet? I’m thinking of starting it this weekend”. You respond with "I haven’t played it yet ". What the fuck kind of garbage reply is that? What is the other person supposed to do with that? They essentially have to send you another first message. Good first messages are hard! Give them something to work with. “I haven’t played it yet, but I loved origins! Always played mage. What was your favorite origin?” You almost always want to ask a question.

    If this doesn’t come naturally to you , that’s fine. Just remember with your brain “always ask a question”. You need to give them something to work with.

    • Don’t non sequitur into sexual details. Sorry, but them’s the norms. Like, a friend was chatting with a match about Star Trek and the guy out of the blue was like “so do you like anal?”. Unmatched.

    And a last tonight that ended up stranded at the bottom of this post, and I’m writing on my phone so editing is hard:

    “But what about people who want to take it slow?” Do you want to date someone who doesn’t want to date? I don’t.




  • Yes, you can make players pre-plan. You nudge them.

    No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to “this player won’t stop looking at their phone and their turns take forever” may be to remove them from the group.

    Why does it matter how much time everyone takes?

    I don’t want to wait 5 minutes for someone to dither and dither and finally decide “I attack”



  • This was a weirdly aggressive comment.

    The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

    You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.

    It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.

    There was a problem, and in trying to fix it, the DM created a second problem.

    What is the second problem?


  • Leaving people to go full Lord of the Flies on their sexual urges leads to violence and fear and resentment.

    I don’t think this is unique to sex. Sex is often special-cased in ways I don’t think it really needs to be. We probably agree more than we disagree here.

    By contrast, if your basic needs are guaranteed, sex as a profession becomes something you can choose as an entrepreneurial passion rather than a lifeline for your survival.

    No argument here. Basic income and the essentials guaranteed would solve a lot of problems for a lot of people. Certain members of the wealthy would be upset, though


  • The other day I was updating something and a test failed. I looked at it and saw I had written it, and left a comment that said like “{Coworker} says this test case is important”. Welp. He was right. Was a subtle wrong that could’ve gone out to customers, but the wrong stayed just on my local thanks to that test.


  • This is a good post.

    What we’re really getting boxed in by is the very idea of capitalist rent-seeking through the operation of a business. When you’re selling anything else, the rent-seeking is considered a value-generating profit motive of an entrepreneur. But as soon as what you’re selling involves sex worker’s services, we realize what we’re advocating is human trafficking.

    This is a good point in particular. However, it slams into my go to hypothesis for why so many things are kind of bad: People are emotional first and sometimes exclusively so. It happens to all of us. But for most people, sex stuff feels bad in a way that rent-seeking doesn’t. You could make as many points as you want with irrefutable logic, flow charts, and diagrams, and it won’t get through the skittering heartbeat of “BUT IT FEELS BAD”

    I don’t really know how to fix this. Dismantle conservative power structures that are centered around placating fear and disgust maybe? If sex work was normalized, in a couple generations many people would probably feel fine about it.


  • I would have questions about how they work with a team and structure.

    Are they going to be okay with planning work out two weeks ahead? Sometimes hobbyists do like 80% of a task and then wander off (it’s me with some of my hobbies).

    Are they going to be okay following existing code standards? I don’t want to deal with someone coming in and trying to relitigate line lengths or other formatting stuff, or someone who’s going to reject the idea of standards altogether.

    Are they going to be okay giving and getting feedback from peers? Sometimes code review can be hard for people. I recently had a whole snafu at work where someone was trying to extend some existing code into something it wasn’t meant to do*, and he got really upset when the PR was rejected.

    Do they write tests? Good ones? I feel like a lot of self taught hobbyists don’t. A lot of professionals don’t. I don’t want to deal with someone’s 4000 line endpoint that has no tests but “just works see I manually tested it”



  • I don’t always run a timer, but it is a tool in my box.

    Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

    I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.

    If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

    In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.

    The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.


  • I think having areas with weaker or stronger enemies is fine. Good, even. So long as you can tell by looking at them what you’re getting into.

    Dark Souls generally does this. A rotting skeleton is a low threat. A giant knight in black armor and man sized sword is a bigger threat.

    Oblivion will often have dudes that visually and behaviorally are the same, but hit way differently because of the numbers assigned to them. You can’t really look at a scene and understand what you’re getting into.

    Other games also do a bad job here. Borderlands for example will have identical looking bandits, but in this area they’re indestructible level 100, and that one they’re push over level 5. The ass-creed Viking one did the same thing. Archers on one side of the river you could ignore, but the far side would one hit you.

    I think a lot of studios don’t want to invest in the extra art assets and stuff when it’s cheaper to just use the same monster model and assign it different numbers.


  • I feel like trying to combine

    • high vertical power growth
    • non linear “open world”
    • power fantasy

    all together is just fundamentally at odds with itself.

    Personally I’d prefer to see less vertical power growth. I’d rather have the numbers stay somewhat constrained.

    Like, let’s say the most damage you can ever do with a lightning spell is 100. Work backwards from that to figure out how much health things should have. We want a master mage to be able to blow mooks up in one zap, mid tier in 3, and big scary shit in 6.

    A novice mage zaps for 20. We want mooks to take 3 hits, mid tier stuff maybe 10, and big scary stuff a lot.

    Mooks: ~60hp Mid tier: ~210 Bosses: 600

    If your gameplay is then deeper than a simple stat check, a novice can persevere and win against a big challenge.

    I really super dislike it when you have stuff that looks like a mook or a boss, but is statted otherwise. I remember in Oblivion some witch lady was oddly high level, and she kept fighting despite having like 50 arrows in her face.

    Something like that, but with more thought put into it than a Lemmy post from the couch.