[-] [email protected] 29 points 5 months ago

To be fair, these were good predictions. All of this is actually possible. It's just capitalism being the problem it usually is..

[-] [email protected] 56 points 5 months ago

Congrats to OP on surviving getting thrown off a cliff.

[-] [email protected] 41 points 6 months ago

I've owned flagship androids and iphones. I like my iPhone better, sorry. If other companies want to make a better product, I'll switch back again. It's not really about the exclusivity/walled garden nonsense.

[-] [email protected] 83 points 6 months ago

It is crazy that it has become this much of a problem and it feels like it is on almost no one's radar. Is this even reversible at this point? I assume not, but that it can definitely get worse.

[-] [email protected] 25 points 6 months ago

Some people would have laughed you out of the room. A lot of people, myself included, warned that this was the kind of shit we'd spiral into with these microtransactions. It was basically confirmed within a year or two with the absolutely insane amount of money mobile gaming was seeing where the base product was just addictive crap with as many microtransactions shoveled in as possible. These games just completely blew the revenue of actual AAA titles would out of the water. It was basically inevitable and we're now in a situation where we've got a generation of consumers raised on this trash.

[-] [email protected] 27 points 7 months ago

Having run and participated in a few multi-year games with busy adults with children, my absolutely unsolicited advice for anyone wondering how to do the same is the following:

  1. Run the game online. I still like in-person better but you cannot underestimate how much logistical burden is removed by allowing folks to log in and jump on mic/video. I recommend FoundrtVTT - no subscription and it has support for a ton of different systems, particular shout out for the masterpiece that is it's PF2e support.

  2. Get more players. This seems counter-intuitive since that is more points of scheduling conflict. However, what you do if you want to run a 4-person game is get like 6 players. If at least 3 or 4 can make it, have the game. The PCs whose players can't make it just fade into the background and can reappear next session. Sounds weird but it keeps things moving. You'll get a feel for balancing encounters based on who shows up the most and will get better at that.

  3. Run shorter sessions. I feel like I see a lot of posts about people running 4+ hour sessions and when we do get in person, we do that. But for week-to-week games, that is a significant commitment. I know for our group we keep them 7:30pm-10pm with some understanding that the first 15 minutes is usually time spent letting delayed people show up and going over what happened last time (good opportunity to give out inspiration/hero points). A rushed hour-and-half session is still better than a canceled session.

  4. Talk to your players. I think this supercedes the above but just chat with people to see what can work. I mentioned our start time of 7:30 but if people are not able to start that early, we'll postpone to 8 or even 8:30 that night. That comes from communication. Check in with each other periodically to see if there should be other times considered. Essentially, focus on what works for your table. Be flexible, allow folks to miss a bunch of games consecutively if needed. Make sure it's a fun thing and not an obligation.

All that being said, if people aren't engaged in the game or that interested in playing, there's not really anything you can or should do about that aside from find other players.

[-] [email protected] 28 points 7 months ago

I'm so confused by the ads thing. I don't think I've noticed any since upgrading to Win 11. Are they only on certain editions or something?

[-] [email protected] 34 points 8 months ago

I think this is a totally fine method tbh.

This is one of those things I love about PF2. There is the Secret trait on quite a few different checks, which means the GM rolls in secret.

We play virtually so players initiate the roll but the result is blindly sent to the GM. Great example of this is stealth checks - there's no "oh, I rolled poorly so just kidding I actually only barely move".

[-] [email protected] 94 points 9 months ago

Nah, this totally makes sense. Revivify costs 300 gp, which is about 5 months of work for a skilled hireling (or 4 years for an unskilled one). Laws are only for the poor.

If you convert to the relative value of labor instead of the real life value of diamonds, it's probably something like $40k to $60k to revivify someone. Seems like enough cash on hand to somehow get away with murder.

[-] [email protected] 56 points 10 months ago

Tassi's a pretty well-respected and reliable journalist. I would trust his info. And Destiny is one of the games he consistently covers. We know from prior stories he has sources inside Bungie. Using present tense in the hope they weren't all laid off.

[-] [email protected] 51 points 10 months ago

19 total? I sleep. 19 on the d20? Real shit?!

[-] [email protected] 30 points 11 months ago

The meme community hasn't read the rules

view more: next ›

Tarcion

joined 1 year ago