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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 there can be some intra-group tension when half the group is going for “how can we win this fight cleanly with minimal resources spent?” and half is going for “what would my character do? What would be dramatic?”

    It’s something to clear up in session 0, I think.

    My personal fantasy right now is being part of a highly skilled and competent team. I’m tired of always being the three stooges.

    Also bad: when part of the group wants to play for clean victory, and part of the group does but it really bad at it.


  • I don’t think DND or close relatives is as good a first system as people think it is. It’s very idiosyncratic. It wastes a lot of time with stuff like “8 is -1 and 14 is +2”. But mostly I don’t recommend it because at its core it is a resource management game, and that’s not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don’t translate outside of DND + their group very well.

    I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don’t need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can’t just be “Bob the fighter” and go. But it’s a lot more rewarding when it does sing, IMO.





  • 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 thought 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.

    edit: minor error from autocorrect




  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    2 days ago

    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”




  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    2 days ago

    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?