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Chebucto Regional Softball Club

AhdokA

ahdok@ttrpg.network

@ahdok@ttrpg.network
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
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Recent Best Controversial

  • Mage Armor
    AhdokA Ahdok
    A fun thing people often forget about Mage Armor is that you can cast it on other people, which is occasionally even helpful!
    Uncategorized

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    While Mystery doesn't have counterspell, Faelys *does*, and we own a hat of disguise.
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    ![](https://ttrpg.network/pictrs/image/3037d4d6-bf81-463e-b50e-f74b994fe253.jpeg)
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    You'd probably be able to do that and win the match, but, well, there's a few problems... First of all, Addis is a Tymoran priestess with level 5 spells, so she'd be pretty difficult to take down quickly unless you were serious adventurers. Chances of pulling it off without a hitch are non-zero. We don't know for sure what is and is not on Addis' spell list, but if we imagine it's similar to Konsi's list well... Konsi always has *Dimension Door* prepared, grabbing her would be very difficult. Secondly, this is Konsi's boss, you might win the match by default, but the repercussions within the temple would be much worse. Third, Konsi would never approve of kidnapping anyone who wasn't evil... She's too much of a good bean. --- Probably the biggest problem is that the entire *point* of this match is to have Konsi play a high-stakes poker match under scrutiny, to prove that she legitimately has skill at the game, and doesn't cheat. They're staging this whole thing to head off accusations of foul play... Kidnapping your opponent and winning by default doesn't exactly solve the problem!
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    OotS has SO much text per strip, I could really do a lot with that kind of real estate.
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    It is an artifact, the "Forgeringer". Some artifacts *might* be powerful enough to have function inside anti-magic fields... although the Forgeringer has never displayed that kind of power. More problematic though, it'd be kind of difficult to use a hammer in the middle of a poker match undetected.
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    Exposition's really difficult in comic format. People don't really want to read a full page of text when they're reading comics, so you got to find some ways to at least give it some visual flair...
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    Faelys has negative tact.
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    Bonus Konsi, as usual ![](https://ttrpg.network/pictrs/image/cfd87d96-9b61-4f98-abfd-10e9bd2287a5.jpeg)
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    Since some people's clients can't properly display tall inages, here's the comic split in two for readability. ![](https://ttrpg.network/pictrs/image/728e446d-9a43-44a0-8015-0cd29f60f232.jpeg) ![](https://ttrpg.network/pictrs/image/5abc6b45-4fae-4a85-9134-f091cd85950f.jpeg)
    Uncategorized rpgmemes

  • DnD Parties when they can't fight the encounter...
    AhdokA Ahdok
    We've tried nothing and we're all out of ideas! This comic follows on from the [Previous comic](https://ttrpg.network/post/22550196) which will almost certainly provide context. You can follow this comic series from the start [Here](https://comicpress.socksandpuppets.com/character/konsi/). Make sure to start at the bottom (oldest comic) and work upwards.
    Uncategorized rpgmemes

  • Every party's collective intelligence [Dungeon crawling games as a whole]
    AhdokA Ahdok
    ![](https://ttrpg.network/pictrs/image/adecf2f3-fc62-44d0-ba31-47604ff65eed.png)
    Uncategorized rpgmemes

  • I've literally never heard of anyone playing it [PbtA]
    AhdokA Ahdok
    I am assured it was 2e
    Uncategorized rpgmemes

  • I've literally never heard of anyone playing it [PbtA]
    AhdokA Ahdok
    My fiancee played a whole campaign of Apocalypse World! She enjoyed it!
    Uncategorized rpgmemes

  • Happens to the best
    AhdokA Ahdok
    ![](https://ttrpg.network/pictrs/image/b733d664-a526-4e3b-9cbd-5fcc19877d92.jpeg)
    Uncategorized bard

  • Meetings? Pssh
    AhdokA Ahdok
    I live in a set of apartments (60 in all). Once a year we have an "AGM" where everyone's supposed to show up, and we go over stuff like the resident's association finances, and plans for future works and changes to policies. (e.g. we had to remove a tree because it died, or the council want to put parking restrictions in our neighborhood, or the bike sheds need repainting, etc.) It's not really as oppressive as a HOA, because your interaction with it is once-a-year, and if you have an issue you just email the people running the committee, you don't really have to contend with constant complaints and jockeying about whether your driveway is tidy enough or any of that nightmare stuff... but the once-a-year-meeting can sometimes drag on for *hours* and it's very tiring. There's sometimes a discussion around an issue before we vote on it. Sometimes particularly beligerant residents get into circular arguments where they're not listening to each other, and neither of them are going to change their mind, they're just taking up air in the room going back and forth and making no progress, sometimes the argument is in spite of a lack of needed information and everyone is just speculating on what *might* happen etc etc. From my extensive time DMming, more than anything else, it's become very easy to spot when such discussions have no chance of resulting in a productive outcome, and I've started to notice that a quick interjection that summarizes the situation and suggest we move on and deal with it via email, is invaluable. "Look, we don't know yet if the change to the renter's rights bill is going to pass at all, or what exactly it'll contain. We should wait for that before trying to figure out how to handle it." or "The motion we're discussing is for the committee to research how much this installation will cost, not whether or not we're going to *do* it." or "That information sounds useful, you should email it to the committee after the meeting so they can make sure it's considered." I think, just having *anyone* in the room who's focused on staying on task can save you a huge amount of time, in basically any group-discussion forum. Our AGMs are almost an hour shorter now, and there's an increasing number of attendees who are on board with my philosophy of "are we going to be able to solve this now? no? email the committee and move on."
    Uncategorized rpgmemes

  • A lesson so many need to learn
    AhdokA Ahdok
    This is all fine. I'm not arguing that this is a problem for ONLY DnD... It's just that was the subject at hand, and it's *a* problem with DnD. >I’d say the bigger issue tends to be around certain players feeling creative or desperate and trying to lean into the plot/setting with less respect for the rules. This is an interesting point, but I would not say that the problem is with "certain players." DnD is heavily marketed and promoted as THE ttrpg. The default. The one for everyone. WotC talk about the game as being designed for an extremely broad pool of players, of many different styles. Players who want a more narrative experience, with less of a focus on rules are also a the target market for the system. If WotC say the game is for them, and the game doesn't handle what they want from it, then the problem is either with the game design, or with the game's promotion, marketing and reputation. It's interesting that my post was largely about how DnD 5e fails to cater towards people who want a strict set of rules for simulations, and your argument is about how DnD fails to cater towards people who want a loose set of rules that can be bent. I'm a firm believer that when you try to please everyone, you please nobody, and this is DnD's biggest weakness as a system: If you have a strongly cohesive group of players who want a specific style, DnD will do an okay job at it, but there will always be a better system out there. It's the ready meal you put in the microwave because it's easy, not the specific gourmet restaurant that does that one dish you love perfectly. DnD's not really trying to cater towards any specific niche though - the design wants to appeal to the widest audience possible. By trying to cater to every style, it means you can pull together a group of players with a range of preferences, and put them in the same game. That's a big part of why it's got so much ubiquity after all. The logistics of setting up a group to play are rough for a lot of people, and just being able to put a game together is easier when your system promises fun to a wider range of players.
    Uncategorized rpgmemes

  • A lesson so many need to learn
    AhdokA Ahdok
    I'm not seeing any mention of it, but I think a lot of people might be interested in [Break!](https://breakrpg.com/) - it's specifically aiming to make a game that has the vibes of an "adventure of the week" system, where you learn of an ancient ruin, gear up, venture through the wilderness, explore a crumbling tomb for loot, then get back in time for dinner and an ale. - Basically I'm saying that the game is *specifically* designed to try and tell the kind of stories that DnD is designed for. Where break differs from DnD is in it's approach to mechanics. Downtime, journeying, exploring an adventure site, and fighting are all their own small, light subsystems of rules, so there's clear guidelines for how to run each of them, and they're largely aimed at highlighting the cruical and interesting moments for each of those activities, while quickly glossing past the faff and monotony of what lies between. I've lost track of the number of DnD campaigns I've played where the DM didn't really have a clear framework for what to do on a long journey, and resorted to just tossing a couple of random encounter fights in because it "felt necessary", but they never felt like they advanced the story or contributed anything interesting to the game. It's also a game you can recruit random NPCs and the like to join you and follow you around, and when they run out of HP you check to see if you remembered to give them a name. The world knows that characters who have their own names are important to the story, and characters who are just "that random bandit mook who surrendered and we brought them along" are not. If the character doesn't have a name when they hit 0hp, they die on the spot.
    Uncategorized rpgmemes

  • A lesson so many need to learn
    AhdokA Ahdok
    I would say that the main thing that "sucks" about DnD is that DnD has often been portrayed as appealing to the kind of nerdy rules-lawyers that like to argue "hey, the rules say (x) so I can do (ridiculous thing)" and end up in a big argument with their DM about what the rules do and do not say. A lot of my groups have been like this, and it's okay for a game to cater towards that specific playstyle. I'm not trying to make a value judgement whether this is a good or a bad way to play a game. It's also just one of many ways to play the game. You can (and given the stuff I talk about below, perhaps you should!) play it differently, but regardless it is quite a common table-style that the various holders of the DnD IP have encouraged throughout its history. ----- What *is* a problem is that this kind of playstyle can often be quite acrimonious, especially when combined with adversarial DM styles, and arguments can get rather heated and angry. I've heard many a tale of a group that split up over a rules argument that left everyone at the table too angry and frustrated to stick together as a group. DnD 4e made *huge* strides to mitigating these problems by having a whole lot of very tightly defined keywords and language which could almost always be resolved into a solid, consistent, official ruling. You had to do a lot of work to learn exactly how the language was being used, but it was possible to get a table of six rules lawyers to sit down and develop a shared understanding of what the rules *meant* - and know there was a right answer to any specific question. DnD 5e has taken huge strides to re-introducing the uncertainty in the system, by very loosely defining how things work, or not providing official answers at all, preferring to go with a "the DM will make a ruling" approach. This can be a nightmare for groups that like to have a defined, correct, answer to things. Now of course, many alternate systems take this stance as a given "The rules are a set of loose guidelines, the GM will run the game and just make up a lot of the rules on the spot." - and this has a lot of advantages. It makes it easier to write systems because you don't have to be completely rigorous, and it leaves the GM with the freedom to run the game they want, and it encourages players to not get hung up on the details - all healthy... But DnD is in the unique position of already having proven with 4e that it *can* nail down a rigorous set of principles and a style guide that leaves ambiguity behind, courting a whole section of RPG players who desire that, and then retreating from that position with a new, fuzzier, system document. --- Why is this a "problem" for DnD specifically? Well... I find it's extremely common on internet forums like this one for a person to say "I was in a game and (x) happened" and then immediately three different arguments spawn, running in separate directions, all founded on the premise that the poster is playing the game wrong or doesn't understand the rules. It's *exhausting*.
    Uncategorized rpgmemes

  • A lesson so many need to learn
    AhdokA Ahdok
    I just finished playing through a short Runequest campaign, and it's certainly an interesting system and setting. It's extremely "oldschool" in feel (probably stemming from the fact that it's been around for forever.) The big struggle with Runequest and Glorantha is that there's just so MUCH of it, and a lot of the setting is rather dry. It's a little like reading a history book, except you have to learn what everything means, because it's a self-contained setting. I feel it appeals quite strongly to people who want a lot of "lore" and history in their game, and who want to really get into the weeds of what a political marrage between these two clan leaders means for future trade agreements and military alliances. People who like their fantasy stories to have an index in the back of character names with a pronunciation guide, and their family trees and stuff. Like... the first hour of character creation was rolling through d20 tables that randomized the eventual fates of each PC's grandparents through various wars and major historical events, so we could determine stuff like "is your family famous?" and "how much do you hate wolf pirates?" Anyway, here's my girl Tikaret, she's a priestess of Issaries, and she discovered one of his lost aspects on a heroquest once. ![](https://ttrpg.network/pictrs/image/5709ee5a-3ea8-42da-89a4-174629e488e3.jpeg)
    Uncategorized rpgmemes
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