@rowan math is just programming in a really esoteric language with lots of unicode and magic numbers, almost nonexistent documentation, and every variable is one character long. so it’s like trying to decipher the average StackOverflow “managed to do it in one line” answer except there’s more than one line. how could something like that not be simple and easy to learn? (joking)
@ruwuby I am ngl even just seeing people play mid-level FFXIV content looks terrifying to me 😨 there is so much going on all the time just in terms of dodging alone - let alone having to use all of your abilities while doing the dodging
I bet it’s like playing a rhythm game while also playing a bullet hell
conspiracy theorist kas thinks that maybe TTRPG systems tend to go for the “there must be a specific rule for every type of action” approach because that makes it really easy to sell people expansion books that contain more rules for doing more things that the players want to be able to do
it’s way more profitable to sell someone three $60 books plus two $60 expansion books - instead of one tiny $8 book and maybe some dice
TL;DR: kas loves FATE and finds it elegant and beautiful because she thinks it solves almost every problem that other TTRPG systems have; and works for nearly all possible stories, characters, and genres; despite being an incredibly small and simple system that is extremely easy to learn
FATE is honestly such a genius TTRPG system in general. every other TTRPG system that I’ve read has basically had the philosophy of “every action that you can take in this world should have its own distinct rules that we write in the rulebook in advance. unfortunately we can’t think of every possible thing, so our system will have some blindspots, but hopefully we can give you enough rules to simulate a large amount of this world, and you can improvise the rest”
but this has a lot of problems:
but FATE is able to completely bypass all of these problems because it realized that “wait a minute - when we’re playing a TTRPG our goal is not to accurately simulate a world. we’re trying to tell a story! and the scenes of a story only follow like 3 possible patterns: conflicts, contests, and overcoming obstacles. so we can literally just have 3 simple rules for resolving 3 different challenges that the characters can face, and that will work for literally every story possible!”
and the crazy thing is that FATE is right about that? you don’t need a massive rulebook that covers every possible situation - you can just have a tiny little $8 book that is like maybe 60 pages long which covers any story you could ever want to tell*. and by taking this approach FATE is able to address every single complaint I had above:
anyway idk I fucking love FATE. it is so dead simple and so elegant and so well-designed. it managed to solve the problem of “my friends and I want to roleplay and tell a story, but we want there to be mechanical opposition to our storytelling” in a way that fits into a tiny 60-page book and IMO does its job so much better than any massive TTRPG tome ever could
* okay this isn’t totally true. FATE gives players and characters a lot of freedom to do whatever they want, which I think is a huge advantage of FATE. but that also means that its design fundamentally undermines any kind of story that’s meant to make the players feel helpless, disempowered, or afraid. it also doesn’t do well with stories about characters that aren’t competent
anyway I liked Slender Man before the Eight Pages game even existed
if you liked something before it was cool, and now it isn’t even cool anymore, that makes you even cooler, right?
@passocacornio ooh - I really like that. I think “getting something wrong is how you learn” is a really nice lesson to bake into a game’s systems
since the Russian language doesn’t have a proper word for “foot” (they say “leg” instead) I wonder if they have a clear distinction between someone having a foot fetish vs. a thigh/leg fetish. or if maybe those things are conflated in Russian-speaking countries
I think FATE’s approach to {when to roll dice} might be my favorite advice for random chance in game design in general. like:
I think this also illustrates why {random chance to miss in games like X-COM} is so unfun (IMO): only the good outcome (hitting your target) is fun and interesting. missing is basically “nothing happens but you have to watch a little cutscene about it” which is pretty boring and a little frustrating tbh
I think if I were to design X-COM’s {random chance to hit} system, I would make it so that every miss also gives a positive buff or some kind of advantage. for example every time one of your soldiers misses, they permanently get better at aiming because they’re learning from their mistakes
Ubisoft Is Dead, Long Live Ubisoft? | Unpacked
here’s a really interesting video about how Ubisoft’s restructuring is not going to help, because none of the corpos at the top are taking accountability for their mistakes
“you can’t just make a fun combat loop and slap some procedural generation on top and call it a roguelike”
every roguelike on Steam: 🎵 how ‘bout I do, anyway? 🎵
wow folks really like powered toys that neither penetrate nor are penetrable. I’m kinda tempted to have a second poll that narrows these down into more categories like:
because personally I love my magic wand and use it almost every time I play with myself, and I’m curious if others are similar
there should be a restaurant for autistic people where they give you a printed-out article to read about your food
(currently reading the Wikipedia article about Asiago cheese as I eat Asiago bagels)
enbies of Fedi, what kind of sex toy(s) do you use on yourself most often?
(check above for the transfemme and transmasc versions!)