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Cake day: July 20th, 2023

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  • Green flame blade is a great horde killing spell while still feeling cool. IMO everyone picks booming blade because it’s more useful against single targets, which is more fun against a larger range of enemies, from bosses to your equals, plus thunder is rarely resisted compared to fire.

    Some people implement minion rules where overflowing damage from killing a weak enemy flows on to the adjacent enemy, which of course is simplified and incorporated into green flame blade. One of the hardest things to capture in the standard D&D rules is that in fantasy, the warrior (Aragorn, Holga, Achilles) typically cuts down hundreds of mooks while the mage battles the giant powerful monster who cannot be defeated by a sword (Gandalf Vs Balrog). In D&D, either it’s totally inversed or the mage is better at both, largely because spells like fireball suit both situations better.

    Green flame blade is a very easy option to balance this scale, albeit via magic.


  • The flip side to this article is that most of the criticisms, while really valid, talk about the intended play style for life sim games to be to live through the key points of their character’s lives with immersion.

    For literally 20 years, I’ve barely seen it used for this purpose, instead people make themselves, their friends, their dream house, they cheat in money and turn off aging etc. Actually stopping to roleplay your character making friends is the activity most people do when their bored of the regular things they do.

    Still, InZoi seeming to not simulate the lives of any of the other NPC’s is a big loss. Even if you’re not interacting with that part of the game, knowing it’s there is great. The Sims 4 (or 3, I forget) strove to reach the dream version of this: You buy a cheap property in a fully open world and ‘functioning’ town and you could walk from your front door to the town center, and the neighbour you see may also drive to town and you’ll see them there. Then as you play, you go from working in the gym to owning it, and can now modify it like your property because it runs on the same rules, the same goes for everything else. The Sims didn’t manage this but their later games clearly launched with this as their design’s guiding light.

    I’m mostly interested in the game as a character creator and house builder, but that’s because I don’t expect any game to do a good job of what the article writer wishes for, The Sims included.














  • If you get around to Microscope and enjoy it, it recommend both The Quiet Year and For the Queen.

    When I played Microscope, I found that the game was a little too unconstrained and it was very hard to keep things from becoming totally silly, then in the close up scenes, everyone would basically want to default to playing a super rules-light generic TTRPG, and two or three of those scenes would dominate the session. I feel that it may get better with frequent play, but that’s not really what it’s designed for. Ben Robbins, the creator is a very talented game designer and is also famous for the West Marches style of D&D play, and has made numerous GMless TTRPGs since, and I’ve only ever heard great things about them.

    The Quiet Year is a game with a more constrained setting, that basically uses a map you fill in as you please and a bunch of prompts tied to playing cards to play out the 4 seasons of a small settlement moving from it’s founding to a final point where either the settlement is implied to die out, or is a fantastic springboard for a traditional TTRPG to take over. There are plenty of hacks online that move the tone from a post apocalypse feeling survival focused game to basically anything that charts a settlement for a year, including one by the creators called The deep forest which I understand to be a decolonising focused and a bit more cottagecore / cottagecore. I preferred this to Microscope mostly because of the fact that it’s prompts constrain the tone from becoming all out silly.

    Finally For the Queen has been one of the best games I’ve ever discovered. I’ve played the first edition but there is a second created by the same creator, Alex Roberts, produced by Critical Role’s Darrington Press. If you’re Critical Role averse for some reason, the first edition was not tied to them at all. This game is by far the easiest to teach new players, and is the first game I’d bring to play with absolute TTRPG newbies. In my opinion it generates the best story, although rather than being solely worldbuilding, it places a primary interest on your characters and relationships to a queen figure. I find that despite this, the world’s that comes out of it are far more evocative and exciting to develop than other GMless TTRPGs, and a large part of that is the hard to hack reality that it’s just got good prompts. Despite that it’s got the most hacks of the original of anything here, as the original game is so streamlined and well playtested, which really shows while playing it.


  • I had a similar experience in my 5e game, no real combat but basically the intrigued that drove the game got tenfold more complex and was revealed to involve each member of the party in a varying but believable way.

    Seperatly, I also played Alice is Missing the month before and it lived up to the hype I wanted, but it’s very up.my street. What I seek in an RPG is being able to move between being immersed enough to feel what my character feels when I want it, but when I don’t, be able to act as my own drama maker for later. AiM absolutely delivered that for me. It also didn’t need magic or tech to deliver any agency which is a big plus to me.